| Word | Description |
| Master-Mixer Hierarchy | A bus or series of busses at the top of your project hierarchy that allow you to re-group many different sound, music, and motion structures according to the main categories within a game. For example, you can group all the music structures under one audio bus, all the sound effects under another audio bus, and so on. |
| Modal Density | Modes are the peaks in the frequency domain representation of an audio signal. Increasing the modal density improves the realism of the reverberation when simulating most acoustic spaces. Decreased modal density can cause ringing sounds. |
| Motion FX Object | A representation in Wwise of the individual motion assets that you have created for your project. Each motion fx object contains one or more sources, which defines the actual motion that will be generated in-game. |
| Music Playlist Container | A group of one or more music objects and/or containers that are played back in a random or sequential order. |
| Music Segment | A multi-track music object that is the basic unit of the Interactive Music hierarchy. |
| Music Switch Container | A group of one or more music objects and/or containers that are played back according to the switch or state that is called. |
| Music Track | A music object that contains arrangements of individual music clips that are displayed in waveform so that you can visually align them in a music segment. |