### YamlMime:ManagedReference
items:
- uid: TinyLife.World.Soundscape
  commentId: T:TinyLife.World.Soundscape
  id: Soundscape
  parent: TinyLife.World
  children:
  - TinyLife.World.Soundscape.#ctor(TinyLife.World.Soundscape.IntensityDelegate,Microsoft.Xna.Framework.Audio.SoundEffect[])
  - TinyLife.World.Soundscape.GetDaytimePercentage(TinyLife.World.Map)
  - TinyLife.World.Soundscape.GetForestedness(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
  - TinyLife.World.Soundscape.Soundscapes
  - TinyLife.World.Soundscape.Update(TinyLife.World.Map,MLEM.Cameras.Camera)
  langs:
  - csharp
  - vb
  name: Soundscape
  nameWithType: Soundscape
  fullName: TinyLife.World.Soundscape
  type: Class
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Soundscape
    path: ../TinyLife/World/Soundscape.cs
    startLine: 17
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nA soundscape is a set of background/ambient sounds that play to enhance the atmosphere of the game.\nTo create a new soundscape, it can be added to <xref href=\"TinyLife.World.Soundscape.Soundscapes\" data-throw-if-not-resolved=\"false\"></xref>.\n"
  example: []
  syntax:
    content: public class Soundscape
    content.vb: Public Class Soundscape
  inheritance:
  - System.Object
  inheritedMembers:
  - System.Object.Equals(System.Object)
  - System.Object.Equals(System.Object,System.Object)
  - System.Object.GetHashCode
  - System.Object.GetType
  - System.Object.MemberwiseClone
  - System.Object.ReferenceEquals(System.Object,System.Object)
  - System.Object.ToString
  extensionMethods:
  - TinyLife.World.Soundscape.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.World.Soundscape.Soundscapes
  commentId: F:TinyLife.World.Soundscape.Soundscapes
  id: Soundscapes
  parent: TinyLife.World.Soundscape
  langs:
  - csharp
  - vb
  name: Soundscapes
  nameWithType: Soundscape.Soundscapes
  fullName: TinyLife.World.Soundscape.Soundscapes
  type: Field
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Soundscapes
    path: ../TinyLife/World/Soundscape.cs
    startLine: 23
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nThe set of soundscapes that are active in the game.\nTo create a new soundscape and to have its <xref href=\"TinyLife.World.Soundscape.Update(TinyLife.World.Map%2cMLEM.Cameras.Camera)\" data-throw-if-not-resolved=\"false\"></xref> method called while in-game, it can be added to this collection.\n"
  example: []
  syntax:
    content: public static readonly List<Soundscape> Soundscapes
    return:
      type: System.Collections.Generic.List{TinyLife.World.Soundscape}
    content.vb: Public Shared ReadOnly Soundscapes As List(Of Soundscape)
- uid: TinyLife.World.Soundscape.#ctor(TinyLife.World.Soundscape.IntensityDelegate,Microsoft.Xna.Framework.Audio.SoundEffect[])
  commentId: M:TinyLife.World.Soundscape.#ctor(TinyLife.World.Soundscape.IntensityDelegate,Microsoft.Xna.Framework.Audio.SoundEffect[])
  id: '#ctor(TinyLife.World.Soundscape.IntensityDelegate,Microsoft.Xna.Framework.Audio.SoundEffect[])'
  parent: TinyLife.World.Soundscape
  langs:
  - csharp
  - vb
  name: Soundscape(IntensityDelegate, params SoundEffect[])
  nameWithType: Soundscape.Soundscape(Soundscape.IntensityDelegate, params SoundEffect[])
  fullName: TinyLife.World.Soundscape.Soundscape(TinyLife.World.Soundscape.IntensityDelegate, params Microsoft.Xna.Framework.Audio.SoundEffect[])
  type: Constructor
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: .ctor
    path: ../TinyLife/World/Soundscape.cs
    startLine: 46
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nCreates a new soundscape with the given settings.\n"
  example: []
  syntax:
    content: public Soundscape(Soundscape.IntensityDelegate intensityFunction, params SoundEffect[] sounds)
    parameters:
    - id: intensityFunction
      type: TinyLife.World.Soundscape.IntensityDelegate
      description: The intensity function that determines the intensity of this soundscape at any given position.
    - id: sounds
      type: Microsoft.Xna.Framework.Audio.SoundEffect[]
      description: The set of sound effects that this soundscape should contain, which will be randomly chosen from.
    content.vb: Public Sub New(intensityFunction As Soundscape.IntensityDelegate, ParamArray sounds As SoundEffect())
  overload: TinyLife.World.Soundscape.#ctor*
  nameWithType.vb: Soundscape.New(Soundscape.IntensityDelegate, ParamArray SoundEffect())
  fullName.vb: TinyLife.World.Soundscape.New(TinyLife.World.Soundscape.IntensityDelegate, ParamArray Microsoft.Xna.Framework.Audio.SoundEffect())
  name.vb: New(IntensityDelegate, ParamArray SoundEffect())
- uid: TinyLife.World.Soundscape.Update(TinyLife.World.Map,MLEM.Cameras.Camera)
  commentId: M:TinyLife.World.Soundscape.Update(TinyLife.World.Map,MLEM.Cameras.Camera)
  id: Update(TinyLife.World.Map,MLEM.Cameras.Camera)
  parent: TinyLife.World.Soundscape
  langs:
  - csharp
  - vb
  name: Update(Map, Camera)
  nameWithType: Soundscape.Update(Map, Camera)
  fullName: TinyLife.World.Soundscape.Update(TinyLife.World.Map, MLEM.Cameras.Camera)
  type: Method
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Update
    path: ../TinyLife/World/Soundscape.cs
    startLine: 56
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nUpdates this soundscape, querying its intensity function and playing its sound effects.\n"
  example: []
  syntax:
    content: public virtual void Update(Map map, Camera camera)
    parameters:
    - id: map
      type: TinyLife.World.Map
      description: The map that the soundscape should play on.
    - id: camera
      type: MLEM.Cameras.Camera
      description: The game&apos;s camera.
    content.vb: Public Overridable Sub Update(map As Map, camera As Camera)
  overload: TinyLife.World.Soundscape.Update*
- uid: TinyLife.World.Soundscape.GetDaytimePercentage(TinyLife.World.Map)
  commentId: M:TinyLife.World.Soundscape.GetDaytimePercentage(TinyLife.World.Map)
  id: GetDaytimePercentage(TinyLife.World.Map)
  parent: TinyLife.World.Soundscape
  langs:
  - csharp
  - vb
  name: GetDaytimePercentage(Map)
  nameWithType: Soundscape.GetDaytimePercentage(Map)
  fullName: TinyLife.World.Soundscape.GetDaytimePercentage(TinyLife.World.Map)
  type: Method
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: GetDaytimePercentage
    path: ../TinyLife/World/Soundscape.cs
    startLine: 75
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nReturns a number between 0 and 1 that determines how bright the sun currently is, based on the passed <xref href=\"TinyLife.World.Map\" data-throw-if-not-resolved=\"false\"></xref>&apos;s <xref href=\"TinyLife.World.Map.Time\" data-throw-if-not-resolved=\"false\"></xref>.\n"
  example: []
  syntax:
    content: public static float GetDaytimePercentage(Map map)
    parameters:
    - id: map
      type: TinyLife.World.Map
      description: The map.
    return:
      type: System.Single
      description: The daytime percentage.
    content.vb: Public Shared Function GetDaytimePercentage(map As Map) As Single
  overload: TinyLife.World.Soundscape.GetDaytimePercentage*
- uid: TinyLife.World.Soundscape.GetForestedness(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
  commentId: M:TinyLife.World.Soundscape.GetForestedness(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
  id: GetForestedness(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
  parent: TinyLife.World.Soundscape
  langs:
  - csharp
  - vb
  name: GetForestedness(Map, Vector2)
  nameWithType: Soundscape.GetForestedness(Map, Vector2)
  fullName: TinyLife.World.Soundscape.GetForestedness(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2)
  type: Method
  source:
    remote:
      path: TinyLife/World/Soundscape.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: GetForestedness
    path: ../TinyLife/World/Soundscape.cs
    startLine: 92
  assemblies:
  - Tiny Life
  namespace: TinyLife.World
  summary: "\nReturns a number between 0 and 1 that determines how forested an area around the given <code data-dev-comment-type=\"paramref\" class=\"paramref\">cameraWorldPos</code> is.\n"
  example: []
  syntax:
    content: public static float GetForestedness(Map map, Vector2 cameraWorldPos)
    parameters:
    - id: map
      type: TinyLife.World.Map
      description: The map.
    - id: cameraWorldPos
      type: Microsoft.Xna.Framework.Vector2
      description: The camera position, in world coordinates.
    return:
      type: System.Single
      description: The forestedness.
    content.vb: Public Shared Function GetForestedness(map As Map, cameraWorldPos As Vector2) As Single
  overload: TinyLife.World.Soundscape.GetForestedness*
references:
- uid: TinyLife.World.Soundscape.Soundscapes
  commentId: F:TinyLife.World.Soundscape.Soundscapes
  name: Soundscapes
  nameWithType: Soundscape.Soundscapes
  fullName: TinyLife.World.Soundscape.Soundscapes
- uid: TinyLife.World
  commentId: N:TinyLife.World
  name: TinyLife.World
  nameWithType: TinyLife.World
  fullName: TinyLife.World
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  name: JsonCopy<Soundscape>(Soundscape)
  nameWithType: Extensions.JsonCopy<Soundscape>(Soundscape)
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  commentId: M:TinyLife.World.Soundscape.Update(TinyLife.World.Map,MLEM.Cameras.Camera)
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  href: https://learn.microsoft.com/dotnet/api/system.collections.generic.list-1
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