Class UnityAudioDepthCueEndToEndTests
The whole path with nothing stubbed: a channel built by the factory, a real play through the service, real physics for the occlusion probe, and the ticker's controller driven past the point where the cues settle. The geometry sits far from the world origin so no other test's colliders can interfere.
Inherited Members
Namespace: Serenity.UnityAudioPlayer.Tests.Infrastructure
Assembly: Tests.dll
Syntax
public class UnityAudioDepthCueEndToEndTests
Constructors
UnityAudioDepthCueEndToEndTests()
Declaration
public UnityAudioDepthCueEndToEndTests()
Methods
LowPassChannel_WallBetweenSourceAndListener_ReachesOccludedCutoffAndDroppedVolume()
Declaration
public void LowPassChannel_WallBetweenSourceAndListener_ReachesOccludedCutoffAndDroppedVolume()
SetUp()
Declaration
public void SetUp()
TearDown()
Declaration
public void TearDown()