Cues
AllWhat it's for — The Cues screen is the master list of every cue in your show. Each cue pairs a trigger (what fires it) with one or more actions (what it does). This is where you add, edit, reorder, and enable or disable cues.

The screen, region by region
Toolbar (top) — Contains the + button to add a new cue, a search/filter field to narrow the list by trigger type, and a bulk-edit button when multiple cues are selected.
Cue stack list (main area) — Your ordered list of cues, grouped into any groups you have created. Each row shows:
- Cue number and name — editable by double-clicking the row or opening the Cue Editor.
- Trigger badge — the condition that fires the cue (Beat, BPM, Phrase, Hot Cue, MIDI, Timecode, Energy, Hotkey, Track Position, etc.). The Cue Editor's trigger picker groups these into Music-Reactive (beat, phrase, energy…) and Scripted / Manual (GO, hotkey, timecode, track position…). The full list with firing semantics is in the Trigger Reference.
- Action count chip — how many actions the cue carries. Hover over the row to reveal an inline test-fire button.
- Ready state — a Drafted / Tested / Ready badge indicating how far the cue has been verified.
- AUTO chip — present on cues that were generated automatically by Auto Pilot or the analysis engine.
- Status badge — shows the cue's current state (e.g., NEXT, LIVE, DISABLED).
Per-cue context menu (right-click or …) — Offers duplicate, delete, assign to group, and assign to a pad.
Common tasks
- Add a cue — Click
+in the toolbar (or pressCmd+Non the Cues screen). The Cue Editor dialog opens. Set the trigger, add one or more actions, name the cue, then click Save. - Edit a cue — Double-click any row, or select the row and press
Enter. The Cue Editor dialog opens with the cue's current settings. - Reorder cues — Drag a row up or down. The cue stack is sequential: cues fire in order when a sequential trigger evaluates. (Only the next cue in the stack is evaluated for sequential triggers at any moment; non-sequential triggers like Hot Cue or MIDI can fire out of order.)
- Enable or disable a cue — Click the toggle on the right side of the row, or select the cue and press
Cmd+Shift+E. Disabled cues are skipped during playback. - Test-fire a cue — Hover over the row and click the play icon that appears on the right. Output fires immediately regardless of trigger state.
- Delete a cue — Select the row and press
Delete(or right-click → Delete). - Bind a cue to a keyboard key — In the Cue Editor, pick the Hotkey trigger and type the key name (letters, digits,
F1–F12, orSPACE). Pressing that key in Run Mode fires the cue when it is the next cue in the stack. A blank key never fires. - Fade a value over time — In the action editor, add a Fade (OSC ramp) action (requires a Custom OSC output). Pick the fade target (raw OSC address, Resolume layer opacity/volume, GrandMA3 fixture intensity, or QLab cue level), set From % and To %, choose a duration in beats (tempo-scaled — the ramp follows the live BPM) or ms (wall-clock), and pick a curve (Linear, In, Out, S-Curve, Exp).
- Fire a cue at an exact track position — Give the cue a Track Position trigger. It fires once when the playing deck reaches (or seeks past) the target beat — no timecode needed. Place and retime it on the waveform in Track Prep; the cue editor shows the position read-only.
Tips & gotchas
- Cues fire in order for sequential triggers. The engine evaluates only the next cue for triggers like Beat, BPM, and Phrase. If a cue is misconfigured and never fires, the cues below it will also be blocked. Check the cue's trigger settings and ready state.
- Hot Cue triggers do look-ahead. A cue with a Hot Cue trigger can fire even when it is not the "next" cue in the stack — it evaluates any time the matching hot cue is hit on the decks.
- Groups are visual only. Grouping cues into named groups helps you organise long stacks, but does not change the firing order. The underlying sequence is still the full flat stack.
- Editing a cue's trigger or action may demote its ready state. A cue that was marked Ready may drop back to Tested or Drafted after a behaviour-changing edit. Check the badge before the show.
- Fades are safe by design. Starting a new fade on the same target cancels the previous one (no duelling ramps), panic and show-stop cancel every running fade, and a fade whose output disconnects mid-ramp is cancelled with a single warning — never a silent stall. A momentary send hiccup does not abort the ramp.
- Action labels show real names. Cue rows, pads, and live surfaces resolve Scene and Look references to their names — "Scene Warm Wash", not an internal id. If a referenced scene has been deleted, the label falls back to the id prefix.
Related
- Show Editor — Sequence cues on a waveform timeline (Theatre edition)
- Cue Pads — Trigger individual cues from a grid of pads
- Looks & Scenes — Output presets you can reference from cue actions
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