Game.Simulation.GroupAmbienceType
Assembly: Assembly-CSharp
Namespace: Game.Simulation
Type: public enum
Base: byte
Summary:
Enumeration used by the simulation/audio/ambience systems to classify ambient sound or atmosphere groups for tiles, districts, buildings or simulation groups. Each value represents a distinct ambience category (for example different residential/industrial tiers, natural sounds like forest or seagulls, weather-related ambience, etc.). The enum is backed by a byte and includes a trailing Count value used as a sentinel/size marker.
Fields
-
None
No ambience / default empty category. -
ResidentialLow
Low-density residential ambience (quiet suburban / small houses). -
CommercialLow
Low-density commercial ambience (small shops, local commerce). -
Industrial
General industrial ambience (factory noise, machinery). -
Agriculture
Farm / agricultural ambience (fields, tractors, rural activity). -
Forestry
Forestry-related ambience (logging activity, forest edge operations). -
Oil
Oil-industry ambience (pumping, rigs). -
Ore
Ore/mining ambience (mines, heavy extraction equipment). -
OfficeLow
Low-tier office ambience (small office buildings). -
OfficeHigh
High-tier office ambience (larger corporate office soundscape). -
ResidentialMedium
Medium-density residential ambience (townhouses, mid-density neighborhoods). -
ResidentialHigh
High-density residential ambience (apartments, urban housing). -
ResidentialMixed
Mixed residential ambience (mixed-use residential areas). -
CommercialHigh
High-density commercial ambience (shopping districts, busy commercial centers). -
ResidentialLowRent
Low-rent / lower-income residential ambience. -
Traffic
Traffic-centric ambience (road noise, vehicles, intersections). -
Forest
Natural forest ambience (birds, wind in trees). -
Rain
Weather ambience for rain (rainfall, water dripping). -
WaterfrontLow
Low-intensity waterfront ambience (calm shorelines, light waves). -
NightForest
Nighttime forest ambience (nocturnal wildlife, night sounds). -
AquacultureLand
Aquaculture / fish farm land-based ambience. -
SeagullAmbience
Seagulls and coastal bird sounds (typically for sea/coast areas). -
Count
Sentinel representing the number of defined ambience types (useful for array sizing, bounds checks).
Properties
- None (this is a plain enum type; no properties are defined)
Constructors
- None (enum types do not define constructors; underlying byte values start at 0 and increment by 1 unless explicitly assigned)
Methods
- None (no methods are defined on the enum)
Usage Example
// Example: selecting an audio bank or clip based on ambience type
GroupAmbienceType ambience = GroupAmbienceType.SeagullAmbience;
switch (ambience)
{
case GroupAmbienceType.SeagullAmbience:
PlayAmbientSound("Seagulls");
break;
case GroupAmbienceType.Forest:
case GroupAmbienceType.NightForest:
PlayAmbientSound("ForestWindAndBirds");
break;
case GroupAmbienceType.Rain:
PlayAmbientSound("RainLoop");
break;
case GroupAmbienceType.Traffic:
PlayAmbientSound("CityTraffic");
break;
default:
// fallback / silence
StopAmbientSound();
break;
}
// Casting to underlying byte value (for serialization or compact storage)
byte rawValue = (byte)GroupAmbienceType.Industrial;