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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;