Hey Nick! 
Ya what Rodrigo said is correct, except even long-term down the line, it’s very iffy to do the exact time-stretch method in Max7:
The new time-stretch is a proprietary algorithm known as DIRAC, originally coded(with a team of devs) by this guy, Stephan Bernsee, one of the greatest audio-DSP geniuses known on earth today
:
http://blogs.zynaptiq.com/bernsee/
His company DSPDimension.com sold recently to Zynaptiq where you can see them taking over DIRAC direction for the future and integrating it into something called ‘ZTX’:
http://www.zynaptiq.com/ztx/
This means the time-stretching stuff in Max7 was a paid-for license(Cycling74 most likely paid a little extra for the library of code to implement within Max, and none of this code is exposed to 3rd party devs like me in their public SoftwareDevelopmentKit… and it isn’t just a buffer~ side thing, the main portion of it is hardcoded into groove~ and other objects which also aren’t included in any public offering of the SDK).
There is a free version of the code known as DiracLE, but it only works for one channel or else with multiple channels but not synced together properly
(yay! there’s a ‘poop’ emoji on this site?!
)
So in the long-long-long-term, i’d have to find some other time-stretch method(there are many, though… we’ll see…), but ya, sorry, probably will never work directly with Max’s exact time-stretching stuff(unless Cycling74 exposes more about that in their public SDK, but they just released a latest update and there’s nothing about it added there, so it looks doubtful they’ll ever do that(i’m thinking it was a bit of a purchase for them(or else they had a really close connection, also very possible), and probably comes with licensing restriction in terms of the actual code involved: they can probably release ‘derivative’ works like objects made with time-stretch in it to the public, but not the code itself as the right to that code is owned by someone else, probably Zynaptiq at this point)).
(Also! I haven’t forgotten you requested that openGL jitter patch for varibrights long ago, i should just clean it up and post it here, but have been learning more efficient things to do with openGL, so been holding off, but not to worry, i won’t forget
)
Cheers!