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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)
- TinyLife.World.Soundscape.GetForestedness(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
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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
source :
remote :
path : TinyLife/World/Soundscape.cs
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branch : 0.37 .5 -dev
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repo : https://git.ellpeck.de/Ellpeck/TinyLife
id : Soundscape
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path : ../TinyLife/World/Soundscape.cs
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startLine : 17
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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
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branch : 0.37 .5 -dev
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repo : https://git.ellpeck.de/Ellpeck/TinyLife
id : Soundscapes
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path : ../TinyLife/World/Soundscape.cs
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startLine : 23
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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)
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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
source :
remote :
path : TinyLife/World/Soundscape.cs
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branch : 0.37 .5 -dev
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repo : https://git.ellpeck.de/Ellpeck/TinyLife
id : .ctor
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path : ../TinyLife/World/Soundscape.cs
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startLine : 46
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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
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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
source :
remote :
path : TinyLife/World/Soundscape.cs
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branch : 0.37 .5 -dev
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repo : https://git.ellpeck.de/Ellpeck/TinyLife
id : Update
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path : ../TinyLife/World/Soundscape.cs
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startLine : 56
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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's camera.
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
source :
remote :
path : TinyLife/World/Soundscape.cs
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branch : 0.37 .5 -dev
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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>'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
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branch : 0.37 .5 -dev
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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*
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references :
- uid : TinyLife.World.Soundscape.Soundscapes
commentId : F: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
name : TinyLife.World
nameWithType : TinyLife.World
fullName : TinyLife.World
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definition : TinyLife.Utilities.Extensions.JsonCopy``1(``0)
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name : JsonCopy<Soundscape>(Soundscape)
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