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### YamlMime:ManagedReference
items :
- uid : TinyLife.World.Soundscape
commentId : T:TinyLife.World.Soundscape
id : Soundscape
parent : TinyLife.World
children :
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- TinyLife.World.Soundscape.#ctor(TinyLife.World.Soundscape.IntensityDelegate,Microsoft.Xna.Framework.Audio.SoundEffect[])
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- TinyLife.World.Soundscape.GetDaytimePercentage(TinyLife.World.Map)
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- TinyLife.World.Soundscape.GetObjectDensity``1(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{``0,System.Boolean},System.Int32,System.Int32)
- TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{TinyLife.World.Tile,System.Boolean},System.Int32,System.Int32)
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- 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
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : >-
A soundscape is a set of background/ambient sounds that play to enhance the atmosphere of the game.
To create a new soundscape, it can be added to <xref href="TinyLife.World.Soundscape.Soundscapes" data-throw-if-not-resolved="false"></xref>.
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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
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : >-
The set of soundscapes that are active in the game.
To 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.
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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)
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- 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[])'
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parent : TinyLife.World.Soundscape
langs :
- csharp
- vb
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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[])
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type : Constructor
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : Creates a new soundscape with the given settings.
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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
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type : Microsoft.Xna.Framework.Audio.SoundEffect[]
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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*
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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())
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- 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
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : Updates this soundscape, querying its intensity function and playing its sound effects.
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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
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description : The game's camera.
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content.vb : Public Overridable Sub Update(map As Map, camera As Camera)
overload : TinyLife.World.Soundscape.Update*
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- 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
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : Returns 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>'s <xref href="TinyLife.World.Map.Time" data-throw-if-not-resolved="false"></xref>.
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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*
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- uid : TinyLife.World.Soundscape.GetObjectDensity``1(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{``0,System.Boolean},System.Int32,System.Int32)
commentId : M:TinyLife.World.Soundscape.GetObjectDensity``1(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{``0,System.Boolean},System.Int32,System.Int32)
id : GetObjectDensity``1(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{``0,System.Boolean},System.Int32,System.Int32)
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parent : TinyLife.World.Soundscape
langs :
- csharp
- vb
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name : GetObjectDensity<T>(Map, Vector2, Func<T, bool>, int, int)
nameWithType : Soundscape.GetObjectDensity<T>(Map, Vector2, Func<T, bool>, int, int)
fullName : TinyLife.World.Soundscape.GetObjectDensity<T>(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func<T, bool>, int, int)
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type : Method
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : Returns a value between 0 and 1 that represents the density of objects of a certain type around a certain position.
example : [ ]
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syntax :
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content: 'public static float GetObjectDensity<T>(Map map, Vector2 cameraWorldPos, Func<T, bool> predicate, int maxDistance, int maxAmount) where T : MapObject'
parameters :
- id : map
type : TinyLife.World.Map
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description : The map.
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- id : cameraWorldPos
type : Microsoft.Xna.Framework.Vector2
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description : The position in the world that the density calculation should be centered around.
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- id : predicate
type : System.Func{{T},System.Boolean}
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description : A predicate that determines whether objects should count towards the density calculation.
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- id : maxDistance
type : System.Int32
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description : The maximum distance around the <code class="paramref">cameraWorldPos</code>.
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- id : maxAmount
type : System.Int32
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description : The maximum amount of objects that match the <code class="paramref">predicate</code> before the returned value is capped to 1.
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typeParameters :
- id : T
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description : The type of object to match.
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return :
type : System.Single
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description : The density.
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content.vb : Public Shared Function GetObjectDensity(Of T As MapObject)(map As Map, cameraWorldPos As Vector2, predicate As Func(Of T, Boolean), maxDistance As Integer, maxAmount As Integer) As Single
overload : TinyLife.World.Soundscape.GetObjectDensity*
nameWithType.vb : Soundscape.GetObjectDensity(Of T)(Map, Vector2, Func(Of T, Boolean), Integer, Integer)
fullName.vb : TinyLife.World.Soundscape.GetObjectDensity(Of T)(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func(Of T, Boolean), Integer, Integer)
name.vb : GetObjectDensity(Of T)(Map, Vector2, Func(Of T, Boolean), Integer, Integer)
- uid : TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{TinyLife.World.Tile,System.Boolean},System.Int32,System.Int32)
commentId : M:TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{TinyLife.World.Tile,System.Boolean},System.Int32,System.Int32)
id : GetTileDensity(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Func{TinyLife.World.Tile,System.Boolean},System.Int32,System.Int32)
parent : TinyLife.World.Soundscape
langs :
- csharp
- vb
name : GetTileDensity(Map, Vector2, Func<Tile, bool>, int, int)
nameWithType : Soundscape.GetTileDensity(Map, Vector2, Func<Tile, bool>, int, int)
fullName : TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func<TinyLife.World.Tile, bool>, int, int)
type : Method
assemblies :
- Tiny Life
namespace : TinyLife.World
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summary : Returns a value between 0 and 1 that represents the density of tiles of a certain type around a certain position.
example : [ ]
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syntax :
content : public static float GetTileDensity(Map map, Vector2 cameraWorldPos, Func<Tile, bool> predicate, int maxDistance, int maxAmount)
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parameters :
- id : map
type : TinyLife.World.Map
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description : The map.
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- id : cameraWorldPos
type : Microsoft.Xna.Framework.Vector2
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description : The position in the world that the density calculation should be centered around.
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- id : predicate
type : System.Func{TinyLife.World.Tile,System.Boolean}
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description : A predicate that determines whether tiles should count towards the density calculation.
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- id : maxDistance
type : System.Int32
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description : The maximum distance around the <code class="paramref">cameraWorldPos</code>.
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- id : maxAmount
type : System.Int32
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description : The maximum amount of tiles that match the <code class="paramref">predicate</code> before the returned value is capped to 1.
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return :
type : System.Single
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description : The density.
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content.vb : Public Shared Function GetTileDensity(map As Map, cameraWorldPos As Vector2, predicate As Func(Of Tile, Boolean), maxDistance As Integer, maxAmount As Integer) As Single
overload : TinyLife.World.Soundscape.GetTileDensity*
nameWithType.vb : Soundscape.GetTileDensity(Map, Vector2, Func(Of Tile, Boolean), Integer, Integer)
fullName.vb : TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func(Of TinyLife.World.Tile, Boolean), Integer, Integer)
name.vb : GetTileDensity(Map, Vector2, Func(Of Tile, Boolean), Integer, Integer)
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references :
- uid : TinyLife.World.Soundscape.Soundscapes
commentId : F:TinyLife.World.Soundscape.Soundscapes
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href : TinyLife.World.Soundscape.html#TinyLife_World_Soundscape_Soundscapes
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name : Soundscapes
nameWithType : Soundscape.Soundscapes
fullName : TinyLife.World.Soundscape.Soundscapes
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- uid : TinyLife.World
commentId : N : TinyLife.World
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href : TinyLife.html
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name : TinyLife.World
nameWithType : TinyLife.World
fullName : TinyLife.World
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2024-07-09 18:54:47 +02:00
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