I have no shame of sounding desperate here!
BlitzMax doesn't seem to create 16 bit sample data for the audio, or do I miss something?
sample.samples[] will not contain floating point data!
What am I doing wrong? How can I get to write, read and play floating point data through BRL.Audio?
Any answer will do... "impossible!", "sure you can, good luck!" or "I dunno whatcha talking about?!". Anything would help, really. I've already written a beautiful interface with fully zoom, pan and editable markers for volume on samples. Just now I decided to go deeper and find out I'm stuck with 8bit data... tell me that can't be, please!

BTW, I've tried writing data into memory and using the static audio, but it turns out to have the same troubles. It only needs integer arrays as far as I can tell?!
BlitzMax doesn't seem to create 16 bit sample data for the audio, or do I miss something?
Strict Local sample:TAudioSample=CreateAudioSample(10000, 44100, SF_MONO16BE) For Local i = 0 To 10000 sample.samples[i] = Sin(i*3.6)*127 Next Local sound:TSound = LoadSound(sample) Local channel:TChannel = CueSound(sound) ResumeChannel channel Input
sample.samples[] will not contain floating point data!
What am I doing wrong? How can I get to write, read and play floating point data through BRL.Audio?
Any answer will do... "impossible!", "sure you can, good luck!" or "I dunno whatcha talking about?!". Anything would help, really. I've already written a beautiful interface with fully zoom, pan and editable markers for volume on samples. Just now I decided to go deeper and find out I'm stuck with 8bit data... tell me that can't be, please!

BTW, I've tried writing data into memory and using the static audio, but it turns out to have the same troubles. It only needs integer arrays as far as I can tell?!