Available Last updated 2026-09-05

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. 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. 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. 3

    Assign files

    Select each cue and choose its audio file in the inspector. Files inside the project folder are stored relative.

  4. 4

    Set fades and continuation

    Add Fade In / Fade Out for smooth entrances and exits. Leave continuation Manual unless a cue should chain.

  5. 5

    Preview

    Select each cue and press `Space`. Verify levels and timing; `S` stops.

  6. 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. 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. 2

    Open the Deep Editor

    In the inspector, click **Open Deep Editor** (or **Open Detached** for a separate window).

    Open Deep Editor
  3. 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. 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. 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. 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. 1

    Create child cues

    Add an Audio Cue and a Video Cue; configure files and targets.

    Add → Audio Cue; Add → Video Cue
  2. 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. 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. 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. 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. 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. 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. 3

    Bind the display

    Open **Window → Outputs** and confirm the logical output is bound to the right physical display — not **Missing**.

    Window → Outputs
  4. 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. 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. 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. 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. 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. 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. 1

    Enable the listener

    Open **Settings → Triggers & Control** and select the MIDI input device.

    Settings → Triggers & Control
  2. 2

    Open Control Mapping

    Check the health strip: **MIDI: Listening**.

    Window → Control Mapping
  3. 3

    Learn the pad

    Click **Learn**, press the pad, then click **Stop Learning**.

    Learn → press pad
  4. 4

    Set the target

    Control Mode **Momentary**; Target Family **Global Show Action**; action **GO**.

    Create Mapping
  5. 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.

Hardware validation pending

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. 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. 2

    Arrange windows

    Put the Deep Editor on one display and the main window on another.

  3. 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. 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. 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. 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. 3

    Verify badges

    Missing and Failed badges clear as references are repaired.

  4. 4

    Save and preflight

    Save the recovered project, then run preflight before Show Mode.

    Cmd+S
Relinking is blocked during a show

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