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External Time of Day


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Hello. My game is built around Atavism, and it keeps track of time of day for all players. Enviro gets its time of day from Atavism through WAPI. Is there a convenient way to feed time of day into Ambient Sounds from an external asset like this, or would this need to be coded?

 

Thank you

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It could be possible to tie this into Ambient Sounds events and modifiers. 
Although I am not 100 percent sure as its been a long time since I have used Enviro. 
I would look at the events documentation though. I know you can tie into some things light custom scripts when you are fighting an enemy. So I dont see why you couldnt tie into the TOD. 

 

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Thank you. The connection is working now, but I'm having trouble understanding how to make changes to the required values and have them stick.

 

I began by copying the example in the demo. It worked in my zone, and by changing the time of day in Atavism, I could move the vertical line to different places. This is about 15:00, so obviously I needed to have daytime sounds in the middle of the graph.

wEf0sAL.jpg

 

Then I started deleting and replacing sequences until I had something simple that I wanted to try:

gU3UmrS.jpg

 

But when I pressed play to test this, I was hearing crickets during the day. I looked at the same graph and saw this:

N3ORsEp.jpg

 

So it kept one of my changes (adding the Evening sequences), but none of the others. Am I editing this window wrong?

 

Thank you

 

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I fixed the problem by deleting the entire demo folder. It was loading sequences from there, though I can't imagine why it would do that after I deleted them over and over, but that's what it was doing. After I deleted the demo folders, all that remained were the sequences I added

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Interesting, dont know if maybe you were using the demo sequences? 
That may have done it, but I will note that for future development. 

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  • 2 weeks later...
On 9/7/2022 at 11:57 PM, Bryan said:

Interesting, dont know if maybe you were using the demo sequences? 
That may have done it, but I will note that for future development. 

 

I did begin by looking at the demo sequences to figure out how they worked before working on sounds in my own scene. It's possible I got something in there confused while learning.

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