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    Class UnityAudioDepthCueRoomEndToEndTests

    The whole path with nothing stubbed, through a room: a channel built by the factory over the registry of the test, a real play through the service, the real occlusion probe against the walls of a closed box room with a doorway, and the controller driven past the point where the cues settle. The source behind the wall is muffled without the room and heard through the doorway with it, and its emitter never moves.

    Inheritance
    object
    AudioRoomTestFixture
    DepthCueDoorwaySceneFixture
    UnityAudioDepthCueRoomEndToEndTests
    Inherited Members
    DepthCueDoorwaySceneFixture.BuildTheDoorwayScene()
    DepthCueDoorwaySceneFixture.DisposeTheDoorwayScene()
    AudioRoomTestFixture.CreateRegistryAndObjects()
    AudioRoomTestFixture.AssertTheSharedRegistryIsEmptyThenDestroyTheObjects()
    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 UnityAudioDepthCueRoomEndToEndTests : DepthCueDoorwaySceneFixture

    Constructors

    UnityAudioDepthCueRoomEndToEndTests()

    Declaration
    public UnityAudioDepthCueRoomEndToEndTests()

    Methods

    CreateTheChannels()

    Declaration
    public void CreateTheChannels()

    DisposeTheChannels()

    Declaration
    public void DisposeTheChannels()

    SourceBehindTheWallOfARoomWithADoorway_IsLessOccludedThanWithoutTheRoom_AndStaysWherePlaced()

    Declaration
    public void SourceBehindTheWallOfARoomWithADoorway_IsLessOccludedThanWithoutTheRoom_AndStaysWherePlaced()
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