As I’m mostly talking about consoles there, that’s probably something only very few of us would actually care about, but I think it might be worthwhile nevertheless, considering console developers are used to pay a rather hefty premium for middleware.
Trackers have two huge advantages when it comes to game development: Files can be much smaller at a much higher audio quality than anything possible using regular compression algorithms, which is great for portable systems, downloadable games and memory starved platforms like consoles, and they allow for highly interactive, dynamic scores, something pretty much impossible using regular formats like MP3. To put that into perspective: DS games can’t be bigger than 512MB, the PSP is capped at 1.8GB, 3DS at 2GB, downloadable Wii games at 48MB and downloadable DS games at 24MB for example. And Renoise is the best tracker out there - workflow, interface and engine wise. It could be a match made in heaven. Sure, stuff like VST or AU plugins wouldn’t work, but I wouldn’t consider that an issue. So what I’m suggesting is basically a XRNS playback library, optimized for the various systems, which is slightly more than a mere player. It would need to support repeating patterns and sequences, fading individual channels in and out, panning and muting them, changing tempo, modifying effects and stuff like that, and maybe some advanced stuff (on-the-fly transposing, randomization and such). That library might need to support a couple of different platforms, but you can reach all eight relevant systems by supporting only two architectures - ARM for handhelds (DS, 3DS, iPhone, Android, probably PSP2) and PowerPC for consoles (PS3, 360, Wii). Add the PC to the mix, which is already done, and you could do a true cross platform audio solution for game development, supporting all major platforms and operating systems.
A long term prospect would be engine integration, and I know that companies like Unity Technologies (PC, Mac, iPhone, Android, Wii, PS3, 360, 3DS) and Epic Games (PC, PS3, 360, iPhone) are interested in that in general. I guess companies like Emergent, Stonetrip, Dassault or Vicarious Visions might also be interested.
Sadly, consoles are closed platforms, so you can’t just go ahead and develop for them as you like. You’d need to apply for a license. That’s easy and cheap for Apple platforms, but to develop on Nintendo or Sony hardware, you’ll need a track record (which shouldn’t be an issue), and you’ll need to sign a heap of legal documents. Sadly, I have no idea how to apply as a registered PS3, PSP2 or 360 developer, but for Apple and Nintendo, it’s http://developer.apple.com/ and http://www.warioworld.com