As funções que você pode usar :
#ifdef FW_SOUND
// SoundManager
g_lua.registerSingletonClass("g_sounds");
g_lua.bindSingletonFunction("g_sounds", "preload", &SoundManager::preload, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "play", &SoundManager::play, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "getChannel", &SoundManager::getChannel, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "stopAll", &SoundManager::stopAll, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "enableAudio", &SoundManager::enableAudio, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "disableAudio", &SoundManager::disableAudio, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "setAudioEnabled", &SoundManager::setAudioEnabled, &g_sounds);
g_lua.bindSingletonFunction("g_sounds", "isAudioEnabled", &SoundManager::isAudioEnabled, &g_sounds);
g_lua.registerClass<SoundSource>();
g_lua.registerClass<CombinedSoundSource, SoundSource>();
g_lua.registerClass<StreamSoundSource, SoundSource>();
g_lua.registerClass<SoundChannel>();
g_lua.bindClassMemberFunction<SoundChannel>("play", &SoundChannel::play);
g_lua.bindClassMemberFunction<SoundChannel>("stop", &SoundChannel::stop);
g_lua.bindClassMemberFunction<SoundChannel>("enqueue", &SoundChannel::enqueue);
g_lua.bindClassMemberFunction<SoundChannel>("enable", &SoundChannel::enable);
g_lua.bindClassMemberFunction<SoundChannel>("disable", &SoundChannel::disable);
g_lua.bindClassMemberFunction<SoundChannel>("setGain", &SoundChannel::setGain);
g_lua.bindClassMemberFunction<SoundChannel>("getGain", &SoundChannel::getGain);
g_lua.bindClassMemberFunction<SoundChannel>("setEnabled", &SoundChannel::setEnabled);
g_lua.bindClassMemberFunction<SoundChannel>("isEnabled", &SoundChannel::isEnabled);
g_lua.bindClassMemberFunction<SoundChannel>("getId", &SoundChannel::getId);
#endif