| Word | Description |
| Sample Rate | The frequency at which an audio signal is sampled per second during conversion to a digital signal or during a digital conversion. |
| Sequence Container | A group of one or more sounds, motion fx objects, and/or containers that are played back according to a specific playlist. |
| ShareSet | A set of properties that can be shared between objects to define attributes such as effects or attenuation. |
| Silence Source | A plug-in source of a specified duration that contains no sound or motion. |
| Slider Range | The default range of values that can be entered for a property using the slider—as opposed to Input Range. |
| Sound Object | A representation in Wwise of the individual audio assets that you have created for your project. Each sound object contains one or more sources, which defines the actual audio content that will be played in-game. |
| Sound SFX | A sound object within the Actor-Mixer hierarchy that contains sounds, music, and ambiences. |
| Sound Voice | A sound object within the Actor-Mixer hierarchy that contains game voice over or dialogue. |
| SoundBank | A group of event data, sound, music, and motion structure data, and/or media files that will be loaded into the game’s platform memory at a particular point in a game. |
| Soundcaster | A view in Wwise that provides transport controls, auditioning, and real-time mixing in game or in Wwise, for objects or events that can be inserted and removed as needed. |
| Soundcaster Session | A saved project element that contains the Wwise objects and events used in a specific simulation created in the Soundcaster. |
| SoundFrame | A unique plug-in interface that enables external applications to seamlessly communicate with Wwise. Examples of some of the tools that can be built with SoundFrame are WwiseMax and CarSim. |
| Source Plug-in | An audio or motion source that is created by a plug-in coming from outside of Wwise. |
| Spatialization | A function in Wwise that determines the actual location or position of the sound or music object within the 3D environment of the game. |
| State | A global offset or adjustment to the game audio or motion properties that relates to changes in the physical and environmental conditions in the game. |
| Stinger | A brief musical phrase that is superimposed and mixed over the currently playing music. |
| Switch | A switch represents the alternatives that exist for a particular element in game, and is used to help manage the corresponding sounds or motion objects for these alternatives. For example, if a character is running on a concrete surface and then moves onto grass, the sound of the footsteps in a switch container should change to match the change of surface. |
| Switch Container | A series of switches or states, each of which contains a group of sounds, motion fx objects, or containers, that correspond to particular changes in the environment of the game. For example, a switch container for a character’s footsteps might contain switches for grass, concrete, wood and any other surface that a character can walk on in the game. |