okay, another question i’ve been thinking about as relevant to how Csound can work for games is build sizes. i’ve noticed that the Csound opcodes in the CsoundUnity integration are roughly 200MB. that’s a pretty hefty amount of space to take up, although i believe it may be all the different platform support weighing things down. does that pack down decently during a build for Android? a sort of ancillary question relative to size is the ability to exclude unused opcodes if not needed by the system. is this possible, or would that require a custom build of the platform library?
the other thing that a game company would want to know if deciding to use Csound is resource management in terms of CPU or memory usage. any ballpark ideas of how much overhead the runtime adds to the existing system? it’d be interesting to see how many waveguide opcodes vs synths like Ian’s GEN02 TB303 synth could be supported. if i can get this sequencer thing running in Csound i’ll certainly be doing some benchmarking myself, but answers to those kinds of questions would definitely be important to any game developer considering using Csound in their project.