Practical Workflows
Complete step-by-step workflows for common CueForge tasks.
This page provides complete workflows for common tasks. Each workflow includes a goal, prerequisites, steps, expected result, and common mistakes.
Build a theatre sound cue list
Goal: Create a show with ten to twenty audio cues for a play.
Before you start: Have all sound files organised in a folder next to where the project will live.
- 1
Create a new project
Launch CueForge, click **New Empty Project** in the Start Workspace, name it after the production, and save.
Cmd+N, then Cmd+S - 2
Add cues in running order
Click **Add** and choose **Audio Cue** each time. Name cues by scene or moment (for example, "Act 1 — Preshow", "Act 1 — Scene 2 Transition").
Add → Audio Cue - 3
Assign files
Select each cue and choose its audio file in the inspector. Files inside the project folder are stored relative.
- 4
Set fades and continuation
Add Fade In / Fade Out for smooth entrances and exits. Leave continuation Manual unless a cue should chain.
- 5
Preview
Select each cue and press `Space`. Verify levels and timing; `S` stops.
- 6
Save and preflight
Save the project. Switch the header mode switch to **SHOW** to run preflight and fix any missing files.
Cmd+S → mode switch → SHOW
Expected result: A complete cue list that passes preflight and plays sequentially in Show Mode.
Common mistakes: Naming cues after filenames; forgetting fades; never testing the full sequence in Show Mode.
Related pages: Audio Cues, Creating a Show
Mark a song in the Audio Deep Editor
Goal: Import a song, mark its structure with markers and a phrase, and confirm the beat grid.
Before you start: Have the audio file ready; know the BPM if you want a grid.
- 1
Create an Audio Cue
Add an Audio Cue, select it, and assign the music file with **"Replace Audio File…"** in the inspector's **Media Source** group.
Add → Audio Cue - 2
Open the Deep Editor
In the inspector, click **Open Deep Editor** (or **Open Detached** for a separate window).
Open Deep Editor - 3
Configure the beat grid
Set BPM and time signature in the **Grid** tools, then enable **Grid On/Off** and **Snap**. The BPM shows in the header once configured.
Grid → BPM, Snap - 4
Add markers
Audition with the preview transport (`Space` play/pause, `S` stop). Place markers with **+ Add Marker** at downbeats and impact points, snapping to the grid.
+ Add Marker - 5
Mark a phrase
Use the **Phrase Authoring** card: **Mark Start** / **Mark End**, or drag on the waveform, or use a Quick Category button and drag the draft to size.
Mark Start / Mark End - 6
Save
Watch the Draft badge; save before switching cues so the **Unsaved Audio Changes** dialog does not catch you — its buttons are **Save and Switch**, **Discard Changes**, and **Cancel**.
Save and Switch
Expected result: A song with a locked grid, markers at the structural moments, and at least one named phrase.
Common mistakes: Forgetting to save before switching cues; trusting the waveform peaks over your ears.
Related pages: The Audio Deep Editor, Markers and Cue Points
Build a Scene group with a timer overlay
Goal: Fire audio, video, and a countdown overlay together at a scene change.
- 1
Create child cues
Add an Audio Cue and a Video Cue; configure files and targets.
Add → Audio Cue; Add → Video Cue - 2
Add a Timer cue
Add a **Timer Cue**, set the Timer Duration, and configure the overlay position, label, size, and contrast.
Add → Timer Cue - 3
Group them
Select the cues and group them. Set **Group Mode** to **Scene** so all children start together.
Add → Group Cue (Add inside Group) - 4
Set the timer start mode
Set the timer start mode to **Auto — with Scene Group** so it starts with the scene.
Timer start mode: Auto — with Scene Group - 5
Verify and save
Check the group in the Show Graph Design view, then save and run preflight (scene/timer visuals are checked there).
Window → Show Graph
Expected result: One group cue that starts the media and the countdown together.
Common mistakes: Leaving the group Sequential (children wait for each other); forgetting the timer overlay configuration, which preflight flags.
Related pages: Group Cues, Show Graph and Timeline
Send a video cue to a bound output
Goal: Play video to a specific projector via a logical output.
- 1
Create a Video Cue
Add a Video Cue and select an H.264-family file. Test the file in rehearsal — codec support varies.
Add → Video Cue - 2
Choose the logical output
In the inspector, set the logical output target. Click **Open Output Mapping** if the output needs mapping.
Inspector → output target - 3
Bind the display
Open **Window → Outputs** and confirm the logical output is bound to the right physical display — not **Missing**.
Window → Outputs - 4
Set geometry and layer
Configure Visual Geometry (fit, position, scale, rotation, opacity) and the Layer if images or other video share the output.
- 5
Verify in preflight
Run preflight; output target and mapping problems are flagged there.
Mode switch → SHOW
Expected result: Video appears on the bound projector when the cue fires; a Missing binding would have blocked or warned in preflight, never silently rerouted.
Related pages: Video Cues, Outputs
OSC, MIDI, or HTTP cue with a test send
Goal: Send an external message from a cue and verify it before the show.
- 1
Create the cue
Add an OSC, MIDI, or HTTP cue and name it for its target (for example, "LX — Chase 1").
Add → OSC Cue - 2
Configure the message
OSC: host, port, address, typed arguments. MIDI: message type, channel, data. HTTP: endpoint profile, method, path, body.
Inspector → target settings - 3
Test Send
Click **Test Send** in the OSC or MIDI editor (or **Test Request** in the HTTP editor) and confirm the receiving device or software reacts.
Test Send / Test Request - 4
Place it in the show
Add it inside the relevant group or cue sequence. Save.
Cmd+S
Expected result: The external system responds to the test send, and again when the cue fires in Show Mode.
Related pages: Triggers, Integration Guides
Map a MIDI controller in Control Mapping
Goal: Fire GO from a MIDI pad.
- 1
Enable the listener
Open **Settings → Triggers & Control** and select the MIDI input device.
Settings → Triggers & Control - 2
Open Control Mapping
Check the health strip: **MIDI: Listening**.
Window → Control Mapping - 3
Learn the pad
Click **Learn**, press the pad, then click **Stop Learning**.
Learn → press pad - 4
Set the target
Control Mode **Momentary**; Target Family **Global Show Action**; action **GO**.
Create Mapping - 5
Verify
Press the pad again — the show should respond exactly once per press. Note-on and note-off are distinct, so the release does not re-fire.
Test by pressing
Expected result: One GO per pad press.
Mappings from software MIDI sources are verified. Dedicated hardware controller profiles (APC Mini MKII, Allen & Heath SQ, SoundSwitch Control One) are implemented but physical validation is in progress — verify your own controller in rehearsal.
Related pages: Control Mapping and the Trigger Inbox
Detached deep editing during rehearsal
Goal: Mark up audio in a second window while the main window stays on the cue list.
- 1
Open detached
With an Audio cue selected, click **Open Detached** in the Deep Editor header, or use **Window → Open Prep Authoring Window**.
Window → Open Prep Authoring Window - 2
Arrange windows
Put the Deep Editor on one display and the main window on another.
- 3
Work and watch the Draft badge
Markers, grid, and phrases as needed. The detached window is the same editor — one window, focused by the menu item, never duplicates.
- 4
Handle the draft guard
The **Unsaved Audio Changes** dialog guards drafts when you switch cues: **Save and Switch**, **Discard Changes**, or **Cancel**.
Related pages: The Audio Deep Editor, Undo, Draft Edits and Dirty State
Recovery walkthrough
Goal: Get work back after a crash or missing files.
- 1
Relaunch CueForge
If autosave captured unsaved work, the recovery banner offers **Restore** or **Ignore**. Restore when the autosave is newer than your last save; Ignore to start from the saved file.
Restore / Ignore - 2
Relink missing media
If files moved, the **Relink Missing Media** dialog opens: **Locate media folder…** repairs multiple references at once, or **Choose file…** per item — both relink the same asset from its new location. To stand in a different asset instead, use the cue editor's **"Replace Audio File…"** button.
Relink Missing Media - 3
Verify badges
Missing and Failed badges clear as references are repaired.
- 4
Save and preflight
Save the recovered project, then run preflight before Show Mode.
Cmd+S
Relink Missing Media is disabled under Show Lock and in Show Mode — recovery decisions belong in Edit Mode.
Related pages: Projects, Saving and Recovery, Troubleshooting