int MOAIFmodEventProject::_getEvent ( lua_State* L ) {
MOAI_LUA_SETUP ( MOAIFmodEventProject, "UUN" )

FMOD::Event** event;

char* name = state.GetValue< char* > ( 1, "" );
u32 loadflag =	state.GetValue < u32 > ( 2, 0 );
self->mEventProject->getEvent ( name, loadflag, event );

MOAIFmodEvent* moaiEvent = new MOAIFmodEvent( *event );
self->LuaRetain ( moaiEvent );

moaiEvent->PushLuaUserdata ( state );
}
int MOAIFmodEventProject::_getEventByProjectID ( lua_State* L ) {
MOAI_LUA_SETUP ( MOAIFmodEventProject, "UNN" )

FMOD::Event** event;

int projectID = state.GetValue< int > ( 1, 0 );
u32 loadflag =	state.GetValue < u32 > ( 2, 0 );
self->mEventProject->getEventByProjectID ( projectID, loadflag, event );

MOAIFmodEvent* moaiEvent = new MOAIFmodEvent ( *event );
self->LuaRetain ( moaiEvent );

moaiEvent->PushLuaUserdata ( state );
}
int MOAIFmodEventCategory:: getEventByIndex( lua_State* L )
{
	MOAI_LUA_SETUP(MOAIFmodEventCategory, "U");
	int index = state.GetValue < int>( 1, 0 );
	FMOD_EVENT_MODE mode= state.GetValue < FMOD_EVENT_MODE >( 2, 0 );
	FMOD::Event** myevent;

	FMOD_RESULT result = self->mEventCategory->getEventByIndex(index,mode, myevent);
	MOAIFmodEvent* moaiEvent = new MOAIFmodEvent( );
	moaiEvent->setEvent( *myevent );
	self->LuaRetain( moaiEvent );
	moaiEvent->PushLuaUserdata( state );
	return (int) result;
}