The driver (engine) is not currently exposed, but you should be able to access the other objects by casting.
For example, cast your TSound to TISoundSourceSound, gains you access to the _sound field, which is a TISoundSource object. so :
And for TChannel, cast to TTISoundChannel, which gets you the _channel field, which is a TISound object. eg:
etc.
I'll look into exposing the "engine" too.
For example, cast your TSound to TISoundSourceSound, gains you access to the _sound field, which is a TISoundSource object. so :
Local sound:TSound = LoadSound(....) Local mySoundSource:TSoundSoure = TISoundSourceSound(sound)._sound Print mySoundSource.GetPlayLength()
And for TChannel, cast to TTISoundChannel, which gets you the _channel field, which is a TISound object. eg:
Local channel:TChannel = CueSound(sound) Local myISound:TISound = TTISoundChannel(channel)._channel myISound.SetPan(0.5) Local sfx:TISoundEffectControl = myISound.GetSoundEffectControl() sfx.EnableEchoSoundEffect()
etc.
I'll look into exposing the "engine" too.