### 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.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)
- 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
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 .
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
summary: >-
The set of soundscapes that are active in the game.
To create a new soundscape and to have its method called while in-game, it can be added to this collection.
example: []
syntax:
content: public static readonly List 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
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Creates a new soundscape with the given settings.
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
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Updates this soundscape, querying its intensity function and playing its sound effects.
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*
- 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
summary: Returns a number between 0 and 1 that determines how bright the sun currently is, based on the passed 's .
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.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)
parent: TinyLife.World.Soundscape
langs:
- csharp
- vb
name: GetObjectDensity(Map, Vector2, Func, int, int)
nameWithType: Soundscape.GetObjectDensity(Map, Vector2, Func, int, int)
fullName: TinyLife.World.Soundscape.GetObjectDensity(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func, int, int)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Returns a value between 0 and 1 that represents the density of objects of a certain type around a certain position.
example: []
syntax:
content: 'public static float GetObjectDensity(Map map, Vector2 cameraWorldPos, Func predicate, int maxDistance, int maxAmount) where T : MapObject'
parameters:
- id: map
type: TinyLife.World.Map
description: The map.
- id: cameraWorldPos
type: Microsoft.Xna.Framework.Vector2
description: The position in the world that the density calculation should be centered around.
- id: predicate
type: System.Func{{T},System.Boolean}
description: A predicate that determines whether objects should count towards the density calculation.
- id: maxDistance
type: System.Int32
description: The maximum distance around the cameraWorldPos
.
- id: maxAmount
type: System.Int32
description: The maximum amount of objects that match the predicate
before the returned value is capped to 1.
typeParameters:
- id: T
description: The type of object to match.
return:
type: System.Single
description: The density.
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, int, int)
nameWithType: Soundscape.GetTileDensity(Map, Vector2, Func, int, int)
fullName: TinyLife.World.Soundscape.GetTileDensity(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, System.Func, int, int)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Returns a value between 0 and 1 that represents the density of tiles of a certain type around a certain position.
example: []
syntax:
content: public static float GetTileDensity(Map map, Vector2 cameraWorldPos, Func predicate, int maxDistance, int maxAmount)
parameters:
- id: map
type: TinyLife.World.Map
description: The map.
- id: cameraWorldPos
type: Microsoft.Xna.Framework.Vector2
description: The position in the world that the density calculation should be centered around.
- id: predicate
type: System.Func{TinyLife.World.Tile,System.Boolean}
description: A predicate that determines whether tiles should count towards the density calculation.
- id: maxDistance
type: System.Int32
description: The maximum distance around the cameraWorldPos
.
- id: maxAmount
type: System.Int32
description: The maximum amount of tiles that match the predicate
before the returned value is capped to 1.
return:
type: System.Single
description: The density.
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)
references:
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commentId: F:TinyLife.World.Soundscape.Soundscapes
href: TinyLife.World.Soundscape.html#TinyLife_World_Soundscape_Soundscapes
name: Soundscapes
nameWithType: Soundscape.Soundscapes
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