Thank you for your answers!
I didn't know about Ircam's WFS system; I'll have a more thorough search. There is also The Game of Life project (
http://gameoflife.nl/) which uses Supercollider to apply the WFS technique at their system, and the SoundScape renderer (
http://www.tu-berlin.de/?id=ssr) developed at TU Berlin and built on C++ using the Standard Template Library; I'm sure there are more. By using MaxMSP or Supercollider I could achieve this really faster, but the reason I want to try C++, is I think better communication with the hardware could be achieved, avoiding possible glitches when using many channels and moving virtual sources; please correct me if I'm wrong.
letsgooutside your suggestion using FMOD this way, seems nice, athough I can't say I know exactly how to implement it, but for sure is more than enough as a starting point; if you could also point me some examples that use this in some extend it would be great, but if not, I'm sure I'll manage it somehow. Just for clarification, are you saying that this way, I could use as many channels I want (more than 128) on real time, whithout any limitations?