Cues and the cue list
A cue is the smallest fireable unit in a show. It can play media, wait, control another cue, send OSC/MIDI, or run actions.
Cue lifecycle
idle → standby → prewait → playing → postwait → complete
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paused2
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| State | Meaning |
|---|---|
idle | Inactive |
standby | Loaded and ready |
prewait | Counting down before activity |
playing | Main activity is running |
postwait | Activity ended; post-wait is counting |
paused | Clock and media are frozen |
complete | Lifecycle finished |
Arming and GO
Selection is standby: plain-clicking a cue or moving with ↑/↓ selects it, arms it, and re-aims GO. NEXT always shows the armed cue and the intent of firing it.
Range selection does not change the armed cue. Use Shift to extend a range and Ctrl-click to toggle individual rows. The command palette (Ctrl+K) can search a number or name and arm that cue; it never fires a cue merely because it was found.
Timing
- Pre-wait delays the cue's main activity after GO. On Cue Start fires before this delay; On Play waits for the actual player start.
- Duration controls Wait and control cues. Action timing is derived from the latest scheduled action end.
- Post-wait delays completion after the main activity.
- Timecode GO arms a cue to fire when chased LTC/MTC crosses its
hh:mm:ss:ffvalue.
Continue mode
| Setting | Behaviour |
|---|---|
| None | Wait for another GO |
| Auto-continue | Fire the next cue after this cue starts |
| Auto-follow | Fire the next cue after this cue completes |
Media play mode
| Setting | Behaviour at media end |
|---|---|
| Play once & eject | Clear the output |
| Play once & hold | Hold the final frame |
| Loop | Repeat until stopped |
STOP and PANIC
STOP politely stops all currently live cues. Each cue may complete its own On Cue Stop fade; stopping it again is immediate. PANIC is the global brake: the first press starts the panic fade, and a second press during that fade hard stops everything.
See the cue type reference.