The library is still written in a way that it doesn’t need to depend on AWT/Swing or JavaSound (except of course when you use components that depend on it). This to make it an option for use in games that avoid these dependencies (typically LWJGL games, I’d only need to create an interface to OpenAL)).
I always thought it would be cool to be able to use realtime generated sound effects instead of static audio samples, to make sound more organic and dynamic.
My question, is it likely to be used in such games, or is everybody happy to use sampled sound effects?
Maybe I’ll try to use it in Hyper Blazer, as a proof of concept…
If there’s no need for this lib for gaming, then maybe I’ll drop focus on that and concentrate more on VST integration.