>From the Inside Gamasutra newsletter: "Audio Prototyping with Pure Data" by Leonard Paul http://www.gamasutra.com/resource_guide/20030528/paul_01.shtml Interactive game audio requires combining content and code. Unfortunately, composers often have little control over how the code works and thus how the audio will sound in the final game. What's needed are tools that let the composer prototype the audio and show the programmer. One such tool is Pure Data, an open source program that is extensible, powerful, and, well, free. -- Levi Burton http://www.puresimplicity.net/~ldb/