Gameplay clip editor for trimming and rendering highlights

Use Splice's gameplay clip editor to trim highlights, arrange a timeline, mix audio, render MP4s, or send projects to DaVinci Resolve.

The editor is a small NLE — like Premiere or Resolve, but built around the clips Splice already found. You drag highlights onto a timeline, trim them, optionally split or reorder, mix the game audio against your mic, and render to a single file (or hand the timeline straight to DaVinci Resolve).

Projects, not single clips

Edits live inside projects. Click Editor in the sidebar to see the project list — open one to load the editor, or create a new one (or click Edit on any highlight, which spins up a project pre-loaded with that clip).

The three panes

  • Media pool (top-left) — every highlight available to you. Drag a clip onto the timeline to add it.
  • Preview (top-right) — the play-head’s view of the timeline.
  • Timeline (bottom) — one video track (V1) and two audio tracks (A1 game audio, A2 mic). Drag a clip’s left or right edge to trim it inward, or outward to expose more of the original recording (Splice pulls from the source file, so trims can extend past the auto-extracted highlight’s buffer).

While dragging a trim handle, a timecode badge is shown on the block itself.

Tools

The toolbar above the timeline has two main tools, switchable by keyboard:

  • Select ( V ) — click blocks to select them, drag the edges to trim, drag the body to reorder.
  • Blade ( B ) — click anywhere on a block to split it at the cursor.

There’s also a Mixer button (per-clip A1/A2 gain) and a Render button on the right side of the toolbar.

For global navigation keys outside the editor, see the keyboard shortcuts reference.

Keyboard shortcuts

  • V — Select tool
  • B — Blade tool
  • Space — Play / pause
  • Delete / Backspace — Remove selected blocks
  • Ctrl Z / Ctrl Shift Z — Undo / redo (50-step history)
  • Escape — Clear selection
  • Scroll wheel — zoom the timeline
  • Drag the playhead — scrub

Saving and rendering

Edits autosave to disk every half-second — there’s no Save button. The status next to the project name shows when it last saved.

When you’re ready to produce a file, click Render in the top-right toolbar. The dialog gives you three modes:

  • Mix to stereo — a single MP4 with A1 and A2 mixed down. Best for posting to YouTube / Discord.
  • Keep separate tracks — multi-track MP4 with A1 and A2 as separate streams. Useful if you want to keep going in another editor.
  • Send to DaVinci — opens the same timeline directly inside DaVinci Resolve. No disk render — your project becomes a Resolve timeline.

For non-16:9 sources there’s a Stretch to 1080p 16:9 checkbox on Mix / Multi-track renders.

Renders run as background jobs and show up in the queue panel — you can keep editing other projects while one cooks. Outputs land in your highlights folder; originals in your capture folder are never touched.

Frame-accurate trimming

Splice’s render pipeline is frame-accurate: every trim respects the exact frame you picked (FFmpeg -accurate_seek). The clip is pulled fresh from the original source recording every time, so re-rendering the same project doesn’t introduce generational quality loss — you’re always one re-encode away from the untouched source, never a chain of them.

(For the truly lossless path — the initial automatic kill extraction — Splice uses FFmpeg’s -c copy against the original file. The editor’s render is a single re-encode on top of the source, not on top of the auto-extracted highlight.)

After a render

When a render finishes for a clip Splice thinks is a good candidate for sharing, the editor offers a Publish to Explore prompt. Accept to push the freshly-rendered file to the Explore feed (see Explore), or dismiss it.

Rendered clips also appear back on the Dashboard with the rest of your highlights.

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