Packaging a sound-based game/tool

I’ve had my head deep into audio coding for a while, and have a tool that can be used for training intonation (it is sort of like an Indian tanpura–I’ve been using it myself with good results). All the sound file generation and mixing is done with core Java commands. Very little is done with javax.audio except what is needed to configure and run a single SourceDataLine for output.

The “test of concept” file runs on Windows, Linux and Mac. But I am considering that the little app that I have in mind might be very suitable for an iPad/iPhone or Android-based pad or phone. I’m imagining a musician turning it on like a metronome for part of their daily practice.

I also want to add a couple ear-training ‘games’ for identifying intervals, and even distinguishing between types of intonation (e.g., “perfect” intervals versus equal temperament).

My questions are the following:

(1) Folks here have discussed packaging a JVM along with a commercial app. I’m having trouble finding instructions for how to do this. Any links or tutorials?

(2) If I design GUI elements and try to use Libgdx to make an Android version, are there things I should avoid, such as using Swing components? I’m thinking of using radio buttons and text fields, maybe a slider, and am curious if they translate to Android and iPhone/Pad.

(3) Any sort of heads up about playing an audio stream that is generated rather than a resource file (in the context of Libgdx)?

I dabbled with Libgdx before but it was too much for my 10-year-old computer. Will be investing in a new computer soon and can give it another try. Possibly the above can be accomplished with LWJGL and some reasonable additional code? As I said, this doesn’t require high-frame rate or anything more than 2D graphics, and I’m outputting a single, procedurally generated stream of audio data.

Thanks!