Available Last updated 2026-09-11

Cue Types

Reference for all twelve cue types in CueForge — purpose, key settings, and typical use.

CueForge shows are built from cues. Every cue has a type that determines what it does when it fires, which settings its editor offers, and how it appears to the operator in Show Mode. CueForge 0.99.1 beta has exactly twelve cue types, organised into four groups in the Add cue menu.

Adding cues

  1. In Edit Mode, click the Add button in the cue list header.
  2. Choose a cue type from one of the four groups:
    • Media — Audio, Video, Image
    • Timing — Wait, Timer
    • Structure / Control — Group, Stop, Call, Memo
    • External — OSC, MIDI, HTTP
  3. The new cue appears in the list named New Audio Cue, New Video Cue, and so on. Rename it immediately.

Note: Cue numbers are computed by CueForge from the cue’s position in the list. You do not set them manually, and they renumber automatically when you reorder cues.

If a Group Cue is selected when you click Add, the menu offers Add inside Group, which places the new cue directly as a child of that group.

Note: If you open a project created in an older version, you may see cues labelled Lighting Cue or FX Cue. Those labels exist only for compatibility with imported projects. They are not engine cue types, and new cues of those types cannot be created in this beta.

Media cues

TypePurposeKey settingsTypical use
Audio CuePlay an audio fileMedia source (Replace/Relink), Start Offset, Continuation (Manual / Auto-Continue / Auto-Follow), Volume, Fade In/Out/Fade Stop, Fade Curve, Loop audio, Audio output route (Master / Preview / None), Audio Bus, Multichannel, Markers, Actor Support, Triggers, Operator NotesMusic, sound effects, voiceover, ambience
Video CuePlay a video fileDuration, Fade Stop, Playback Mode (Autonomous / Stepped), Loop video, Mute video audio, Layer, Take Type (Cut / Dissolve), Visual Geometry (Fit/Fill/Stretch, position, scale, rotation, crop, opacity), Transitions (Enter/Exit), logical output target, Open Output Mapping, Markers, NotesProjection content, LED playback, title sequences
Image CueDisplay an imageDisplay Duration (0 = indefinite), Background (Black / White / Transparent), Layer, Visual Geometry, Transitions, logical output target, NotesLogos, backdrops, title cards, signage

Audio Cues carry the deepest editor: the Audio Deep Editor opens from the inspector with Open Deep Editor and provides waveform, markers, beat grid, phrases, and actor voice tracks. Phrases are show-design regions — they describe song structure and do not fire outputs yet in this beta. See Audio Cues and The Audio Deep Editor.

Timing cues

TypePurposeKey settingsTypical use
Wait CuePause before the next cueWait duration; NotesScene transitions, blackout holds, timed pauses
Timer CueCount up or down for the operator or castTimer Duration, Overlay position/label/size/contrast, Timer start mode (Auto — with Scene Group / Manual), Add warning markerCountdowns to entrance, scene timing, rehearsal timing

A Wait Cue pauses the cue list for a set duration and then lets the sequence continue. A Timer Cue displays a visible count-up or count-down overlay; it does not pause the list. Timers pair naturally with Scene groups — set the timer’s start mode to Auto — with Scene Group to start it together with the scene.

Structure and control cues

TypePurposeKey settingsTypical use
Group CueGroup cues togetherGroup Mode (Sequential / Scene), Collapsed, child-add behaviour (Normal / Add & Continue / Add & Edit)Scene changes where sound, video, and control fire together
Stop CueStop running cuesStop Target Cue (empty = stop all; preflight warns); NotesScene resets, clearing output, emergency stops
Call CueFire another cue from the listCall Target Cue, Call Mode (Fire and Continue / Wait for Completion); NotesReusable stings, shared effects, modular show design
Memo CueShow a read-only note to the operatorImportance (Info / Important / Critical), Requires Acknowledgement, Memo TextSafety warnings, scene reminders, operator notes

A Memo Cue with Requires Acknowledgement enabled pauses the show flow until the operator acknowledges it (press A in Show Mode). A Call Cue lets one cue fire another — with Fire and Continue both run in parallel; with Wait for Completion the calling cue waits until the target finishes. A Stop Cue with no target stops all running cues; preflight warns about that intentionally broad behaviour.

External cues

TypePurposeKey settingsTypical use
OSC CueSend an OSC messageTarget Profile (Manual fallback), Host, Port, Address, typed arguments, Test SendLighting desks, media servers, custom OSC receivers
MIDI CueSend a MIDI messageOutput Profile, Output Device, Note On/Off, CC, PC, Channel 1–16, Test SendSynthesizers, playback devices, MIDI-capable desks
HTTP CueSend an HTTP requestEndpoint Profile (Manual URL), Method (GET/POST/PUT/PATCH/DELETE), Timeout, Body, Headers, Test RequestWebhooks, API calls, networked show equipment

Each external cue has a test button in its editor — Test Send in the OSC and MIDI editors, Test Request in the HTTP editor — so you can verify the message against real receiving equipment during rehearsal without firing the whole show.

Tip: To make CueForge receive OSC, MIDI, or HTTP — for example to fire cues from a lighting desk or a controller — author a mapping in the Control Mapping window. See Control Mapping and the Trigger Inbox and Triggers.

What every cue editor shares

Every cue editor — regardless of type — includes a Triggers section (Add one to fire this cue from OSC, MIDI, HTTP, or another cue) and flow-control actions such as Continue Normally, Skip Next Cue, Jump To Cue, Jump To Marker, Abort Current Group, Restart Group, Restart Show, Stop Show, Pause Show, Resume Show, Next Cue, Previous Cue, Take Next, Panic, and GO.