5.3. Time and Time Types
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## 5.3. Time and Time Types

All Rivendell log events have an associated time type, which controls what effect (if any) the passage of time will have on the event. There are two basic time types: relative and hard. Additionally, the hard time type has several additional options that further modify its behavior.

### 5.3.1. The Relative Time Type

The default time type for log events, a relative time type simply means that the event is assumed to have a start time of whenever the previous event ends (if it has a `PLAY` or `SEGUE` transition) or whenever it is started (if it has a `STOP` transition).

### 5.3.2. The Hard Time Type

A hard time type causes the event to be executed or otherwise acted upon when the wall clock equals the time associated with the event. Hard times are a powerful feature that can be used to synchronize the log to various external events. An event can be assigned a hard time by clicking the `Start at` check box in the Edit Log Entry and filling in the desired time, and will show up with the letter `T` appearing at the beginning of its listed time in the `Time` column of the Edit Log dialog.

The specific action that is performed when the time matches is determined by the option parameters supplied as part of the event. Three basic actions are possible:

- Start the event immediately
- Cue to the event ("Make Next")
- Wait up to some period of time, then start the event

#### 5.3.2.1. Start Immediately

As implied by the name, if the event is set to start immediately, it will be started as soon as the hard time is reached. Any currently playing events in the log will be simultaneously stopped down.

#### 5.3.2.2. Cue to the Event ("Make Next")

If set to 'Make Next', the event will be cued up to become the next event to be executed in the log, bypassing any intervening events in the log between the currently playing event and the hard timed one. Any currently playing events are unaffected.

#### 5.3.2.3. Wait up to some period of time, then start the event

Very similar to "start immediately", with the difference that, if one or more events are currently playing, the log will wait up to the specified amount of time before stopping them and starting the new event. If the currently playing event(s) finish before the specified time period has elapsed, then the event is started immediately.

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