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    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.

    Inheritance
    object
    UnityAudioDepthCueEndToEndTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    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()
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