S
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saturation
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Adjustment to the extreme value of a range when the actual value approaches the extreme. If the maximum value in a range is 1,000 and the maximum saturation point is set to 900, then any value greater than 899 is adjusted to 1,000.
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scene
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The entire set of objects that make up a virtual environment, including visible objects, sounds, lights, and frames. In Direct3D, the entire set of objects is contained by a root frame.
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secondary sound buffer
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A section of audio memory that stores individual sounds that are played throughout an application. The sound can be played as a single event or as a looping sound that plays repeatedly. Secondary buffers can also play sounds that are larger than available sound-buffer memory; the buffer serves as a queue that stores the portions of the sound about to be played.
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service provider
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A dynamic-link library used by DirectPlay to communicate over a network. The service provider contains all the network-specific code required to send and receive messages. Online services and network operators can supply service providers to use specialized hardware, protocols, communications media, and network resources.
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session
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In DirectPlay, an instance of several applications on remote machines communicating with each other.
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sound buffer
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A segment of memory that stores DirectSound audio data. Sound buffers can be primary or secondary, static or streaming.
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source color key
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A color that, in the case of blitting, will not be copied, or, in the case of overlays, not be visible on the destination.
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specular property
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The material property that determines how a point of light on a shiny object corresponds to the reflected light source. The specular property of a material is one of two properties that determines how a material reflects light. See also emissive property.
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spotlight
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A light source that emits a cone of light. Only objects within the cone are illuminated. The cone produces light of two degrees of intensity, with a central brightly lit section (the umbra) that acts as a point source, and a surrounding dimly lit section (the penumbra) that merges with the surrounding deep shadow.
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static sound buffer
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A section of memory that contains a complete sound. These buffers are convenient because the entire sound can be written once to the buffer.
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sticky focus
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In DirectSound, the capability to play sound buffers when the owning application does not have the input focus. For example, a DirectSound application could continue to play a sound buffer while the user was working in another application.
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streaming sound buffer
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A small sound buffer that can play lengthy sounds because the application dynamically loads audio data into the buffer as it plays. For example, an application could use a buffer that can hold 3 seconds of audio data to play a 2-minute sound. A streaming buffer requires much less memory than a static buffer.
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stretching
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Blitting an image into a destination with different dimensions. This operation is supported directly by some hardware.
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stride
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Synonymous with pitch. See also width.
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surface
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Memory that represents visual images. This is often display memory, but it can be system memory. See also complex surface, off-screen surface, overlay surface, and primary surface.
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sustain
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The period when the basic magnitude of a force feedback effect is attained, after the attack and before the fade.