### 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 .\n"
example: []
syntax:
content: public class Soundscape
content.vb: Public Class Soundscape
inheritance:
- System.Object
inheritedMembers:
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- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
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- 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:
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- 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 method called while in-game, it can be added to this collection.\n"
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:
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- 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:
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- 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'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 's .\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 cameraWorldPos
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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commentId: F:TinyLife.World.Soundscape.Soundscapes
name: Soundscapes
nameWithType: Soundscape.Soundscapes
fullName: TinyLife.World.Soundscape.Soundscapes
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