Namespace Serenity.AudioPlayer.Tests.Editor.Builder
Classes
CreateAudioPlayerSettingsWindowRealRunDriver
Runs CreateAudioPlayerSettingsWindow for real: the window's output folder redirected to the
fixture folder, the way CreateAudioPlayerSettingsWindowUpdateInPlaceTests redirects it, and a channel
Id nothing in that folder answers to, so the run creates a new channel there.
CreateAudioPlayerSettingsWindowUpdateInPlaceTests
CreateAudioPlayerSettingsWindow must seed Channels/Audio Mixer Group/Audio Game Settings/Ignore If Already Playing from the real asset an existing Channel Id resolves to, so an update-in-place run always reflects the asset's own data rather than the wizard's hardcoded fresh-create defaults. Also proves the same round-trip/reload/write-boundary contract every other by-Id wizard (Character, PlayerInput) carries, against a real UnityEngine.Audio.AudioMixerGroup and a real UnityAudioGameSettingsDefinition reference.