Table of Contents
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Modules
First, to create more flexibility, you'll create a copy of the Gem_Recharge Sound SFX object and give both the old and new objects more meaningful names.
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Run Cube so you can connect to it.
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Launch Wwise and open a project file. Make sure you open the Module 2 project file.
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Connect to Cube so you can test your changes in the game.
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In the Project Explorer, expand Actor-Mixer Hierarchy > Default Work Unit, and select the Gem_Recharge Sound SFX object.
In the secondary editor, the
Gem_Recharge.wavfile is shown as the source file associated with the Gem_Recharge Sound SFX object.
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In the Transport Control, click the Play button (spacebar) to listen to the audio file.

You hear a woosh sound followed by the magical chime of an ice gem recharging.
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Right-click the Gem_Recharge Sound SFX object and click Copy.

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Within the Actor-Mixer Hierarchy, right-click the Default Work Unit and click Paste.
Wwise creates a duplicate of the Sound SFX object but adds _01 to the end of the name.

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Click the Gem_Recharge object, pause, click again to rename it to Gem_Recharge_Magic, and then press Enter.
![[Tip]](/images/wwise101/?source=wwise101&id=tip.png)
You can also rename an object by pressing the F2 key, right-clicking and choosing Rename, or by directly typing into the Name field in the Property Editor.
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Rename the Gem_Recharge_01 object Gem_Recharge_Woosh.
The Gem_Recharge_Woosh object is now selected, so you can see that the object that you copied references the same
Gem_Recharge.wavfile referenced by the original Gem_Recharge_Magic object. Keep in mind, the WAV file was not duplicated, so the amount of memory necessary to play these objects has not doubled.