Table of Contents
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Modules
Now that you have created two separate Sound SFX objects, you'll adjust the playback start and end times of each object to separate the woosh sound from the magical recharge sound. This is accomplished using the Source Editor.
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In the Project Explorer, make sure the Gem_Recharge_Woosh Sound SFX object is still selected.
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In the primary editor to the right, ensure the Sound SFX tab is selected.

You see a waveform of the audio signal. You can also use this area to adjust where playback starts and ends.
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Drag the Trim End control to the end of the woosh part of the waveform.

This change to the end position only applies when the audio file is played from the Gem_Recharge_Woosh object. It doesn’t affect the way the audio file is played from the Gem_Recharge_Magic object.
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Press Spacebar to play the Gem_Recharge_Woosh object.
You only hear the woosh sound.
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If you notice clicks or pops at the end of the sound, drag the Fade-out Duration triangle to the left to smooth the ending transition.

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In the Project Explorer, select the Gem_Recharge_Magic object.
The Source Editor updates and shows that the entire audio file will play.
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Drag the Trim Start control to just before the magical chime.

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Press Spacebar to play the Gem_Recharge_Magic object.
You only hear the magical chime.
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If you notice clicks or pops at the beginning of the sound, drag the Fade-in Duration triangle to the right to smooth the beginning transition.

Well done! You have successfully "split" the WAV file between two Sound SFX objects.