@Stab in the Dark Software -
Hey there thanks for the feedback.
Hmm as for the moving the mouse it's kinda weird that it would make it much faster as normally it work the opposite for me.. the more i move on the flashed surface the more processing power it needs. The way I programmed it is by creating a hook to the windows message pump for input ..basically a raycast is used constantly and mind you the raycasting is just the internal DB engine ones

. And how it set the logic is if raycast is hitting the object the input hook will be activated. Once activated the hook will pump in the input feed. In short if you are not hovering your mouse on any flashed texture the dbflasher wont be active. The best way I could think is to rewrite my own raycasting and optimize the hook with some newer method instead of going the crude message procs... It's a pity that DB is single core.. Maybe DB elite would open this possibility soon.
As for the extra camera you can just scrap it off. that is just a relic from my shader that I had once on the code.Not needed.
Reload display pointer is not necessary at all it was just used for again the shader that I used once on the code.Not needed either
As for the sound part

Its a big yes. Actually thats one of the sole reason I created the DBFlasher plugin long time ago... as I found out that Flash is awesome in the sound department when it comes to organizing and sync. Hell you can even just run a flash file without any graphic to control the music and sounds of your applications based on triggers.
Thanks for the offer I'll definitely bear that in mind..

I'll try to polish this up to V2.1 this weekend. Hopefully those pesky bugs are a goner...
Life begin where ->BeginScene() and it ends at ->EndScene()..so please Present(NULL, NULL, NULL, NULL);