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Wiki / EDGEquest

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:

  1. Switch on REDcode’s setting redcode.pack.redmod. Your own sounds are packed only as a REDmod. See Packing as a REDmod.
  2. Pack and Install the project.
  3. 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.

Screenshot comingThe sound picker
The Storyboard's sound picker searching for q104 drone, with the project's own edgewave_ sounds listed first, game events below, and a play button beside each.

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.

Last reviewed 2026-11-04. Something wrong or missing? Tell us on Discord or open an issue.