That wouldn't be that hard to do. But I didn't include any SPC700 stuff in my starterkit because I was hoping to fix up my music and sound fx code to make it easier to use, and then release that.
It doesn't look like I'm ever going to get around to that, so maybe I should make a little "hello world" example. The problem I have with this is: if you show someone how to display on the screen: backgrounds, sprites, palettes ... as well as the tools to convert formats, and along with miscellaneous info like using JoyPad data, You basically gave them all the basics to start playing with (well, except HDMA).
But if I made a "play 'hello world' demo", it would give: how to load up code/data to APU, how to start execution, how to communicate with SNES, how to play one sound, and the converter for WAV->BRR. That does sound decent, and would allow people to add sound effects to their programs ... but it's missing music. Without that it doesn't seem to be a good example of "here are all the basics, start playing". Because they'd still have to figure out how to represent music on the SNES, and decide on what music format they want to start from on the PC, and learn how to convert it.
I realize a "starter" isn't supposed to do all the work, but I feel it should give all the basics (i.e. after this, you just code for the system ... any tool you make is out of convenience instead of necessity). Just playing one sound doesn't really do that.
I don't know, is there much of a demand for a full "SNES APU starter kit"?
I think it would only take me a day's work to get it acceptable ... but I don't have a full free day for awhile. (Plus other things seem a bit more fun to work on at the moment.)
If there really is a demand for this, I'll push it up in my todo list ... I have a decent chunk of free time coming up in two weeks.
Let me know.