Hahaha, THANKS! Wow...what a relief! I'm really happy now!
The game is getting a whole new twist real soon! One hint is this: Balls are currency! ;)
It'll be a whole different beast, once I'll get to it directly again, but right now I'm trying to write the audio and audio creation for it. I'm actually writing a synthiziser that would let you create sounds, safe creation data and then load it into the game. The game code then has a simplified version of the synthi in it, creating the sounds based on the data. That way the file can stay tiny, while the sound can be grandious!
However, I'm having a few troubles with 16bit sounds and desperately seek help, but I yet have to get any response to me questions on the other forum threads (Blitzmax/programming...).
Here's a snapshot of the synth01 so far. It can already have arbitrary amount of markers to manipulate volume and pitch and works fantastically. BUT, although I'm using SF_MONO16BE the sample data is always integer 8bit as opposed to float or 16bit. No idea what the secret trick is there?

By the way, it's a pain in the bootey to write an editor. It's my first time and one wouldn't believe how many tricky things await one. Alone zooming and panning is challenging, let alone managing markers, creating and removing, sliding across each other, that's all manual labor to code, haha! Imagine how bummed out I am about the 16bit thing!
The game is getting a whole new twist real soon! One hint is this: Balls are currency! ;)
It'll be a whole different beast, once I'll get to it directly again, but right now I'm trying to write the audio and audio creation for it. I'm actually writing a synthiziser that would let you create sounds, safe creation data and then load it into the game. The game code then has a simplified version of the synthi in it, creating the sounds based on the data. That way the file can stay tiny, while the sound can be grandious!
However, I'm having a few troubles with 16bit sounds and desperately seek help, but I yet have to get any response to me questions on the other forum threads (Blitzmax/programming...).
Here's a snapshot of the synth01 so far. It can already have arbitrary amount of markers to manipulate volume and pitch and works fantastically. BUT, although I'm using SF_MONO16BE the sample data is always integer 8bit as opposed to float or 16bit. No idea what the secret trick is there?

By the way, it's a pain in the bootey to write an editor. It's my first time and one wouldn't believe how many tricky things await one. Alone zooming and panning is challenging, let alone managing markers, creating and removing, sliding across each other, that's all manual labor to code, haha! Imagine how bummed out I am about the 16bit thing!