Building a Cue from Scratch
This chapter walks through creating an adaptive cue from nothing — choosing a profile, composing clips, building scenes, layering them, and exporting the result.
1. Define the Musical Context
Section titled “1. Define the Musical Context”Start in Score Map > Profiles. Create a new score profile that defines the sonic identity for this cue:
- Name: “Forest Exploration”
- Tempo range: 90–110 BPM
- Intensity range: 0.2–0.6
- Palette tags: orchestral, woodwind, ambient
- Key/Scale: D minor
The score profile does not produce sound — it defines the musical constraints that make your cue coherent with the rest of the score.
2. Create Motif Material
Section titled “2. Create Motif Material”In Score Map > Motif Families, create a motif family:
- Name: “Forest Theme”
- Link scenes that will carry this motif
Motif families track thematic material that recurs across cues and contexts. Even a single cue benefits from naming its core musical idea.
3. Compose Clips
Section titled “3. Compose Clips”Switch to Clips. Create clips for each musical layer:
- Clip: Forest Melody — A gentle woodwind phrase in D minor
- Clip: Forest Rhythm — A quiet percussion pattern
- Clip: Forest Pad — A sustained ambient layer
For each clip:
- Choose an instrument (built-in or sample instrument)
- Set key and scale
- Create intensity variants (low, mid, high) for adaptive layering
- Use motif transforms (transpose, invert, octave shift) to generate variations
4. Build Scenes
Section titled “4. Build Scenes”In Scenes, create scenes for each game state:
- Forest Exploration — Layer the melody, pad, and low-intensity rhythm
- Forest Tension — Add the mid-intensity rhythm variant, increase volume on the pad
- Forest Combat — Full intensity variants, add combat percussion layer
Each scene is a stack of stem layers. Set layer order, gain, mute/solo, section role, and intensity value.
5. Set Up Bindings
Section titled “5. Set Up Bindings”In Bindings, create trigger bindings:
- Forest Exploration: when
region == "forest"andinCombat == false— priority 10 - Forest Tension: when
region == "forest"anddanger > 0.5— priority 20 - Forest Combat: when
region == "forest"andinCombat == true— priority 30
Higher priority wins when multiple bindings match.
6. Define Transitions
Section titled “6. Define Transitions”In Transitions, create transition rules:
- Exploration to Tension: crossfade, 2s
- Tension to Combat: bar-sync
- Combat to Exploration: crossfade, 3s
- Combat to Tension: crossfade, 1.5s
7. Automate
Section titled “7. Automate”In Automation, create lanes for volume curves, filter sweeps, or intensity parameters. Set up macro mappings. Add section envelopes to shape dynamics across intro/loop/outro.
8. Capture and Branch
Section titled “8. Capture and Branch”Use Library to snapshot the cue before major changes. Branch from a snapshot to try a radically different version while preserving lineage.
9. Export
Section titled “9. Export”The final cue exports as part of the runtime pack — a JSON bundle containing all scenes, bindings, transitions, and references that a game engine can consume.