I'd imaging that the attack/loop/decay positions are just stored before the start or after the end of the actual sound data. You'd then have to manipulate the amplitude yourself by calculating the various points along the envelope and effectively turn up/down the volume in code (not difficult). No idea about environmental FX, but aren't they specific to SoundBlaster cards anyway? If so, there's probably a Creative .dll for switching them.
Sorry for offering you money. I don't entirely agree that there is no merit to selling code though (I've never done it myself). You're selling time and expertise which are very valuable. Plus, I certainly couldn't code an OpenGL engine ATM, so the only way I could get one is by buying it or getting it for free.
So, if this is to be freeware, will I be able to use it for commercial projects. I know you probably hate this question by now(!), but I only ask because I genuinely want to know - not to start a fight :)
Sorry for offering you money. I don't entirely agree that there is no merit to selling code though (I've never done it myself). You're selling time and expertise which are very valuable. Plus, I certainly couldn't code an OpenGL engine ATM, so the only way I could get one is by buying it or getting it for free.
So, if this is to be freeware, will I be able to use it for commercial projects. I know you probably hate this question by now(!), but I only ask because I genuinely want to know - not to start a fight :)