I'm not sure how that's meant to be workable with an audio stream, unless you're suggesting re-recording every stream at increments of 0.01bpm all the way from 60bpm up to 200. I hear Apple are bringing out a new iPhone with 5TB of memory though so I'll wait and see
Seriously: I'm not going down that road now, it's genuinely too complex for me to understand (never mind implement) and there's no way it's going to work on a device with as limited power as the iPhone. The closest similar product I can think of is Celemony's Melodyne
and that's RIDICULOUSLY INTENSE. I was being way too ambitious with the idea.
I've scaled back the concept to resemble my Flash exhibition demo
in terms of gameplay, which is less complex technically and actually achievable (I think). I hope to finish development some time in the next month, as I'm pouring weekend free time into Beatship now that I have a proper job that only requires me to work weekdays.
I've done some work on Beatship since yesterday, and it's growing very quickly from a torn-down framework into a functional game engine (it helps that I already developed this system three times over for the original Flash game, so I know what to do and what I can do this time to improve it, especially with freer processing resources and a fixed resolution).
That said, despite my optimism I have however stopped bothered to update the development blog because there's a reasonable chance I may never finish Beatship. If it's not ready to launch by the time I have to renew my developer license (some time in September) then depending on its state of completion I may never launch it at all. We'll just have to see whether I get enough done soon to commit to getting it out there.