First things first, you should download the following files and put them into your CsoundUnityScripts folder. Then we know we are on the same page. Secondly, are you using the same sampling rate in both Unity and Csound?
I probably won't be able to do much more than offer some suggestions for the rest of the weekend, but once Monday comes around I'll be able to try out some examples myself and see what's what.
You could use a combo of other PVS opcodes, but I think you're on the right track using temposcal...
When CsoundUnity loads, it passes a path to a channel called "AudioPath". If you put all your audio files in an Assets/Audio folder then you can do something like this to get them:
SPath chnget "AudioPath"
SAudioFile sprintf "%s/MySOundfiler.wav", SPath
Basically you just append your sound file names to the audio path.
Yes, in theory although I haven't tested it in a while. With teh latest source I linked above, there should be a "processAudio" toggle button in the CsoundUnity inspector. If you check this, audio from the currentl audio clip will be piped to Csound. You'll need to use the inch
opcode to access the audio from the clip. As in the following if the clip is stereo:
aL inch 1
aR inch 2
To be honest, I added this feature thinking it would be really useful but ended up never needing to use it as it's just as easy to load and manage the sound files directly from Csound 