Class UnityAudioDepthCueControllerNoListenerTests
A scene without an active UnityEngine.AudioListener skips the work that measures from it (distance, occlusion probes, the cue writes), logs the absence once through the listener cache, and still gives back the reverb of a voice that went silent, because that needs no listener.
Inherited Members
Namespace: Serenity.UnityAudioPlayer.Tests.Infrastructure
Assembly: Tests.dll
Syntax
public class UnityAudioDepthCueControllerNoListenerTests
Constructors
UnityAudioDepthCueControllerNoListenerTests()
Declaration
public UnityAudioDepthCueControllerNoListenerTests()
Methods
Advance_NoListenerAndWetVoiceGoesSilent_FreesItsSlotForTheNextPlay()
Declaration
public void Advance_NoListenerAndWetVoiceGoesSilent_FreesItsSlotForTheNextPlay()
Advance_NoListenerAndWetVoiceGoesSilent_ReleasesItsReverb()
Declaration
public void Advance_NoListenerAndWetVoiceGoesSilent_ReleasesItsReverb()
Advance_NoListener_LogsTheMissingListenerOnce()
Declaration
public void Advance_NoListener_LogsTheMissingListenerOnce()
Advance_NoListener_NeverProbesWalls()
Declaration
public void Advance_NoListener_NeverProbesWalls()
Advance_NoListener_SoundingVoiceKeepsItsReverbSwitchedOn()
Declaration
public void Advance_NoListener_SoundingVoiceKeepsItsReverbSwitchedOn()
Advance_NoListener_WritesNoCutoffAndNoRoom()
Declaration
public void Advance_NoListener_WritesNoCutoffAndNoRoom()
ApplyStep_NoListenerAndWetVoiceGoesSilent_ReleasesItsReverb()
Declaration
public void ApplyStep_NoListenerAndWetVoiceGoesSilent_ReleasesItsReverb()
SetUp()
Declaration
public void SetUp()
TearDown()
Declaration
public void TearDown()