audio: return thread-safe state snapshots
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@@ -500,10 +500,11 @@ TEST(AudioSourceComponent, SerializeRoundTripPreservesClipPathAndSpatialSettings
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EXPECT_FLOAT_EQ(target.GetHRTFCrossFeed(), 0.4f);
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EXPECT_EQ(target.GetHRTFQuality(), 3u);
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EXPECT_FLOAT_EQ(target.GetDopplerLevel(), 2.0f);
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EXPECT_FLOAT_EQ(target.Get3DParams().speedOfSound, 280.0f);
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EXPECT_FLOAT_EQ(target.Get3DParams().minDistance, 2.0f);
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EXPECT_FLOAT_EQ(target.Get3DParams().maxDistance, 64.0f);
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EXPECT_FLOAT_EQ(target.Get3DParams().panLevel, 0.6f);
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const XCEngine::Audio::Audio3DParams restoredParams = target.Get3DParams();
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EXPECT_FLOAT_EQ(restoredParams.speedOfSound, 280.0f);
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EXPECT_FLOAT_EQ(restoredParams.minDistance, 2.0f);
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EXPECT_FLOAT_EQ(restoredParams.maxDistance, 64.0f);
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EXPECT_FLOAT_EQ(restoredParams.panLevel, 0.6f);
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EXPECT_FLOAT_EQ(target.GetSpread(), 0.3f);
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EXPECT_FLOAT_EQ(target.GetReverbZoneMix(), 0.2f);
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}
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