Wow... lots of complicated stuff happening in the past few months.
One of my goals has always been to get sound working in fan-Ages, because we have so many talented composers, and the music helps to paint a vivid picture of an area and control the mood. Unfortunately, sound is one of the more complicated aspects of Plasma, requiring 5 objects to play even the simplest of sounds, and many more to control the sound in any way.
I started adding stuff to the PyPRP plugin around the same time that Trylon started his Material rewrite. I added support for a point object defined as a sound emitter, and some export support for Blender sound objects.
Currently, the plugin generates the following:
plSceneObject (the emission point object)
plAudioInterface (a link between the object and an audible source)
plWinAudible (a link to a plSound* array (currently an empty array is exported))
plSoundBuffer (a link to the actual sound file)
What needs to be implemented is the plSound object, which controls flags, EAX Settings, and a handful of other things, as well as a reference to the plSoundBuffer. At this point, I've been managing the plSound stuff by hand with a hacked copy of PRPExplorer and a hex editor... but that got really messy and ugly.
The main problem is that the sheer amount of information stored in a plSound object can't be fit into the Blender GUI without a tonne of text properties. I think we all know how fun it is to have 100+ text properties attached to an object *yech*.
I might generate a default plSound object which does the bare minimum of playing the sound, looping, without a defined 3D location; then allow people to edit the properties further with PRPExplorer/HuruStudio.
Anyways, I'm hoping to have sounds implemented in the near future, I'll keep you up-to-date about what happens with them