Syntaron - W.I.P.

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Thanks, John!
I'm using the standart sound functions of Blitz with default drivers, so no special dll. It's not really realtime in a sense, but rather processing the whole sound, loading and playing it, but it goes fast enough to do changes within the playback of a loop. As it goes to play the next repeat it will have your updates processed and plays them back.

Depending on your machine it can be perfectly smooth or choppy during the edit, but the playback is always fairly solid.

The idea is to generate sound settings, which then get used in your game engine to preproduce the sounds as opposed to having to pack giant wav or ogg files into your delivery. And it all works already. I have to prep the game engine part, but it will be universal and you can use it in any code as start-up element. Tiny code, too! (so far!)