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Cues (shells)

In Cue2, a cue is a shell: timing, identity, triggers, and zero or more components.

Why “shell”?

Many tools map “one cue type” to “one media type.” Cue2 instead lets a single list row own mixed components that share waits, follow mode, and triggers. The shell is the programmable event; components are the payloads.

Cue #12 "Storm sting"
├── Shell: pre 0.0 · follow Continue · armed · hotkey F5
├── Audio component → patch "FOH" · file thunder.wav
├── OSC component → /lx/go 12
└── Control component → Fade opacity on cue #11

Shell properties

PropertyDescription
IdInternal integer, stable in the session for OSC/control targeting
NumberDisplay number (string), used by operators and /GoNum style commands
NameDisplay name
ColourList colour strip
Pre-waitSeconds after start before content phase
Post-waitSeconds used when arming the next cue in a sequence
FollowNone / Continue / Followdetails
ArmedDisarmed cues do not play content on GO
Skip if disarmedWhen disarmed, playhead may skip over this cue
Only one active instanceIf true, a new GO hard-stops prior instances of this cue
NotesFree-text operator notes
MemoWhen true, the shell row emphasises notes instead of standard fields
ExpandedWhether child cues are shown in the list

Creating cues

  • Edit → Create Cue (default Ctrl+N)
  • Drag-and-drop media files onto the cuelist (creates components automatically; multi-file drop can wrap in a group)
  • Paste / duplicate
  • Load from the cue library

New cues receive cue defaults and component defaults from show settings.

Components on a cue

Add and remove components from the inspector (Audio, Video, Text, Connection, Control tabs as appropriate). A cue with no components still participates in sequences and can carry notes, waits, and triggers.

ComponentManual
AudioAudio components
Video / imageVideo components
TextText overlays
ControlControl components
OSC sendOSC send
MIDI outMIDI output