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Your best bet with these kind of questions is to implement it and see on your target/example hardware how it works out. For Direct3D 11, you can try out the InstancingFX11 sample from MSDN Code Gallery.
Usage of glVertexAttribPointer is suspicious. glVertexAttribPointer( 2, // 3, // Mistake in TexCoords, should be 2 GL_FLOAT, // GL_FALSE, // 0, // Should be size of your vertex (void*)0 // Should be offset within vertex ); Check the documentation ...
You should check these for audio synthesis in C++. Check the sources as well. You may find a way to write audio buffer on the fly according to some parameters passed from physics engine. The Synthesis ToolKit in C++ (STK) NSound CSound and its resources page.
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