audio: extract mix render block from update
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@@ -269,6 +269,32 @@ TEST(AudioSystem, ProcessAudioUsesBackendConfigSampleRateForDirectSubmission) {
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system.Shutdown();
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}
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TEST(AudioSystem, RenderAudioProducesMixedBlockWithoutBackendSubmission) {
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AudioSystem& system = AudioSystem::Get();
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system.Shutdown();
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system.SetMasterVolume(0.5f);
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system.SetMuted(false);
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system.GetMasterMixer().ClearEffects();
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AudioClip clip = CreateMono16Clip({16384}, 4);
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AudioSourceComponent source;
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source.SetSpatialize(false);
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source.SetClip(&clip);
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source.Play();
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float buffer[1] = {};
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system.RenderAudio(buffer, 1, 1, 4);
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EXPECT_NEAR(buffer[0], 0.25f, 1e-5f);
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EXPECT_EQ(system.GetStats().activeSources, 1u);
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EXPECT_EQ(system.GetStats().totalSources, 1u);
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source.Stop();
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system.SetMasterVolume(1.0f);
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system.Shutdown();
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}
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TEST(AudioSystem, AudioListenerComponentSerializeRoundTripPreservesSettings) {
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AudioSystem& system = AudioSystem::Get();
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system.Shutdown();
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