Audio Cues
Audio Cues support WAV and MP3 playback with visual waveforms, cue markers, fade-in/fade-out, looping, and volume control. Audio routing is implemented: logical audio buses assignable per cue, per-cue output routes, and output-device bindings with persistent device fingerprints. Multichannel hardware validation is in progress. The Audio Deep Editor (see the audio-deep-editor feature) provides waveform editing, markers, beat grid, and phrase authoring for show design. Multiple Audio Cues can run simultaneously if the project is configured for it.
What it does
Audio Cues play back WAV and MP3 files with professional controls: visual waveforms for precise marker placement, fade-in and fade-out times, looping, and volume adjustment. Audio routes through the system default output; routing to configured audio devices with persistent device bindings is implemented and currently being validated on physical hardware.
Why it matters
Sound is half the show. CueForge treats audio as a first-class cue type, not an afterthought. Waveform visualization, marker-based triggers, and fade control give sound designers the precision they need.
Audio Deep Editor
Every audio cue opens into the Audio Deep Editor: a waveform timeline with a preview transport, markers in 21 categories (music structure, show events, documentation), and a beat grid with musical context (BPM, time signature). Phrases let you sketch song structure as show-design regions — intro, verse, chorus — directly on the waveform. Phrases describe structure; they do not fire outputs yet. Optional Actor Support panels allow rehearsal voice tracks. The editor works embedded in the cue inspector or detached as its own authoring window.
Typical workflows
- Import audio files into the project
- Set fade times and loop behaviour
- Add markers for trigger events
- Open the Audio Deep Editor for waveform editing, markers, beat grid, and phrase authoring
- Preview in Edit Mode, run in Show Mode
Current limitations
- Video audio currently routes to system default. This is a known limitation.
- Audio routing, buses, and device bindings are implemented, but validation on multichannel hardware is still in progress.