This chain is essentially the process although a few details prevent it from actually working properly. The audio needs to remain in floating point format and pix_texture and the read back from the screen are integer based. The solution is to use an offscreen framebuffer object (like gemframebuffer) to create a floating point rendering environment for the audio. This project would be best done as a custom object specific to audio rather than trying to use GEM.
<br><br>I don't think this will be very efficient for a single stream of audio since the data size is so small and the time to read back is so long. Perhaps it could enable something like computing an FIR on 16 or more channels at once or doing convolution to emulate an entire mixing console though.
<br><br><div><span class="gmail_quote">On 11/10/07, <b class="gmail_sendername">Roman Haefeli</b> <<a href="mailto:firstname.lastname@example.org">email@example.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">