Hello ! Sorry for the inactivity this summer, I was abroad and I'm preparing now to huge changes in my personal life (not right now, but from next spring, I'll be really busy). About all you discussed about, my opinion summarized is: - Audio versus MIDI & sequencer : the most flexible is the latter option. That means that a light sequencer must be integrated in the game.By light I mean 8 channels, 2 or 4 effects buses. Well all of that depends on what will be defined as the "instrument/effect framework" Lfo talked about. - Developping a scope for all the music compositions is a good idea, as it will give more consistency in the projet musics. And I do agree that if this can be done while this is not a "full-activity" period, that's fine. - I always keep the audio and sequencer files (that means I can give the audio file, the sonar file, and a MIDI file if necessary). I'm also a user of Sonar, producer edition. For the Planetview track, I used the plug-in Absynth, which have high quality sounds but which also takes a lot of CPU ressources, an Orchestral plug-in, and General MIDI sounds, distorted by some effects. That leads me to say that is a certain amount of plug-ins must be integrated, we must be very careful on the CPU ressources required. Does all of that mean that the composing process is hold while the "package" is not fixec ? Lfo, I will send you the sonar files and the audio files of the Planetview track. I assume you have Sonar v5, producer edition ?