Sandbox.SoundHandle A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
Sandbox.Sound Single source for creating sounds
Sandbox.Audio.Mixer Takes a bunch of sound, changes its volumes, mixes it together, outputs it
Sandbox.SoundStream
Sandbox.Audio.AudioMeter Allows the capture and monitor of an audio source
Sandbox.Audio.AudioProcessor Takes a bunch of samples and processes them. It's common for these to be chained together. It's also common for the processor to store state between calls.
Sandbox.AudioSurface Defines acoustic properties of a surface, which defines how sound will bounce
Sandbox.Audio.AudioDistanceFloatAttribute
Sandbox.Audio.MixBuffer Contains 512 samples of audio data, this is used when mixing a single channel
Sandbox.Audio.MultiChannelBuffer Holds up to 8 mix buffers, which usually represent output speakers.
Sandbox.Audio.DspPresetHandle A handle to a DspPreset
Sandbox.Audio.DspProcessor
Sandbox.Audio.MixerSettings
Sandbox.Audio.MixerHandle A handle to a Mixer
Sandbox.Audio.AudioChannel Represents an audio channel, between 0 and 7. This is used to index into buffers. This is used rather than an int to avoid unfortuate bugs.
Sandbox.Audio.PerChannel<T> Stores a variable per channel
Sandbox.Audio.DelayProcessor
Sandbox.Audio.HighPassProcessor Just a test - don't count on this sticking around
Sandbox.Audio.LowPassProcessor Just a test - don't count on this sticking around
Sandbox.Audio.PitchProcessor
Sandbox.AudioListener If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point of view.