It began with music, not an app idea. A.P. DeVaney and UnKill Rick composed Inferno for Bedlam Pariah. Rick’s son suggested it would be terrific for D&D, which prompted a new question: could that music become usable during live play?
Existing solutions felt cumbersome for the person telling the story. The GM needed to respond immediately to the moment—not spend the session managing a technical soundboard.
Build around scene changes and the person running the game. The compositions must be modular, but the player must stay direct.
A browser-based audio system with independently controlled loops, transition cues, ambience, one-shots, music libraries, presets, and campaign continuity. Fantasy, Lovecraft, Sci-Fi, and Film Noir modules are part of the supplied build.
The work evolved from an audio experiment into a substantial live-play system with genuinely different musical environments and controls.
It created the first CueForge product family and a practical foundation for composer-driven tools.
