A Sampler 'idea' I'm wondering about

As many of you know, I’m fascinated with microsound techniques and audio motion within the confines of Renoise and its engine. Via @Raul, I’ve been able to do some great new tracks with the SMC Tool.

In this case, I’m looking at the ‘draw’ option of the Sampler.

Let’s say I want to make a ‘ticking’ sound at 10 samples in length. This is how I do it:

  1. Go to a blank sample screen
  2. Create a new sample
  3. Choose a length of 10 samples
  4. Make sure it’s not set to ‘loop’
  5. Draw the click’s ‘shape’.
  6. Modulate the sample via the sequencer for volume/delay/FX

Is there any way, with LUA perhaps, to create a randomized sample shape device that one could set to an LFO?

I know the easy way to do this is to just generate a bunch of 10 sample-length samples by hand, and dump 'em all in a sampler and set it to round-robin.

I can imagine this would be a texture-generator of sorts, where the ticking sound would change in tonality only very slightly, as it’s only 10 samples in length. It’s REALLY short. Using my imagination, if the sample were longer, it would provide a more audible variation.

If this were set to loop, then one would have a constantly changing wave-shape.

The question is: Are these variables available within Renoise to modulate the sample’s shape via LUA? Could this be turned into a device that anybody could use?

Ignoring the term ‘real time’ (meaning, immediately after pressing the space bar to start the sequencer), is this a possibility? Could it happen after a second or two?

I am not a programmer, I do not know what LUA can or cannot modulate, I cannot read the code. I only know that there are people programming in LUA that know how to modulate a ton of stuff via the code.