Music and sound
A quest plays music and sounds by the game’s event names, as the game’s own quests do. You don’t add sound files to play the game’s own music: you name the cue.
| Where | Write | What it does |
|---|---|---|
| A beat’s steps | music: <cue> |
Starts or stops one of the game’s music cues |
| A beat’s steps | sound: <event> |
Plays a sound event on V |
| A scene, between lines, or in an option | sound: <event> |
Plays a sound event on V at that point |
beats:
at_home:
objective: You're home
steps:
- music: mus_q104_drone_flight_01_START
- scene: at_the_door
look_closer:
objective: Look at the door
steps:
- music: mus_q104_drone_flight_02_STOP
- done
scenes:
at_the_door:
- V: Home. Something feels different.
- sound: sa_airdrop_package_land
- choice:
Look closer:
- go: look_closer
All of this passed in the game on 3 November 2026: a music cue from another quest started and stopped, and both a game sound and a sound of the tester’s own played, from a beat and from a scene.
Music cues
The game’s quests play their music as cues, one per moment. A cue whose name ends in _START begins the music; a matching _STOP ends it. For example, mus_q104_drone_flight_01_START, then later mus_q104_drone_flight_02_STOP.
- Start the music in one beat and stop it in every ending. A cue with no stop plays on after your quest is over.
- Cues work outside their own quest. The q104 cues above start and stop from a new quest.
- To find cues, read the music steps of a game quest whose mood you like, on its quest page.
Sound events
Any of the game’s sound events works, such as sa_airdrop_package_land. EDGEquest knows the game’s event names. A name it doesn’t know, and that isn’t one of your project’s own sounds, goes on the checklist.
Your own sounds
A sound you make with EDGEwave can be a new event of its own, named edgewave_<name>. A quest plays it like any other. EDGEwave adds it to the project’s source\resources\info.json and copies the WAV file beside it.
To hear it in the game:
- Switch on REDcode’s setting
redcode.pack.redmod. Your own sounds are packed only as a REDmod. See Packing as a REDmod. - Pack and Install the project.
- Start the game again, with
-modded. REDcode’s Run Game does this for you. The game reads custom sounds only when it starts, so loading a save isn’t enough.
If the story names an edgewave_ sound the project doesn’t have, the checklist says so, and suggests making it with EDGEwave.
Which EDGEwave? Making a new named sound for a project, and the picker’s search and ▶, need EDGEwave 0.2.0. That version is prepared but not released yet; the released one is 0.1.0. EDGEquest’s own test used EDGEwave from its development branch. Until 0.2.0 is out, type a game event’s name yourself.
The picker
On the Storyboard:
- + Step has Music and Sound;
- every scene’s add row has + Sound;
- click a sound’s name to pick another.
With EDGEwave (0.2.0) installed, the picker searches your project’s own sounds first, then the game’s events. ▶ plays one before you pick it:
| What | Where it plays |
|---|---|
| A sound event | At once, in VS Code |
| A music cue | In the running game, through REDnode 0.43 or later, since music lives in the game’s sound banks |
Closing the picker stops the sound. Without EDGEwave, you type the name.
Voices
Voiced lines in the game are coming: they wait for EDGEwave to put voice lines into the game. Until then, lines show as subtitles, and you can write each line’s voice prompt now so it is ready.