Beat Detection Algorithm - c#

I'm currently working on an idea for a game i have that involves beat detction. Th engine im working with is Unity, and I've never had any experience with audio, coding wise, so be gentle :)
I've looked at several articles and tested out several algorithms including some of my own, but none we're really successful nor accurate enough, and i feel like I've been getting something wrong this entire time.
Specifically I've tried implementing the idea's presented here:
http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html
but with little success, i still think im skipping over something and i cant quite pinpoint it.
If someone could provide an explanation about how to make an actually accurate beat detector i would be very grateful.
EDIT:
some people were confused as to what im having trouble with. Here is my latest try at detecting beats, i still dont understand why it's so inaccurate:
http://pastebin.com/BD8y9tfz
in this i used (R1) equation in the link i posted above to compute the instant energy from the 1024 samples i took, and then i used (R3) to calculate the local average sound energy from the buffer containing all the previous instant energy calculations, then i checked if there is a significant rise in instant energy compared to the average local sound energy, if there is, it means there is a beat, if there isn't, the program continues as usual.
(stupid reputation system doesnt let me post links and pictures ): ).
Edit 2:
added implementation for R4,R5 and R6, still not working though.
added a bit of debug, and for some reason the constant is ridicolosely small, numbers like:
Constant: -103416
and Constant: -54793.28, ive got no clue why im getting these numbers, any help?

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The basic idea is to take your audio signal and partition it into small buckets of time, say 10msec or so. For each bucket compute the RMS power: for each sample s[i] in the bucket, normalize to -1.0...1.0 and them compute the sum of s[i]**2.
Now you've got an array of power (= loudness) for little grains of time.
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Here's where it gets a bit artful. You put a threshold on these d[i] values to decide which ones are sudden enough to constitute a beat. Then you do autocorrelation to see if they are steady and line up in a regular pattern.

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I am trying to output audio samples, and do so with cswavplay from http://www.codeproject.com/KB/audio-video/cswavplay.aspx which in turn seem to use DllImports from winmm.dll.
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EDIT:
Thanks for all the suggestions about other sound API's. They all seem to assume a .wav file. I'm sorry for not being clear, i'm not playing .wav files, i synthesize samples in realtime.
DirectSound and for .NET the XNA framework comes to my mind. There are many very high quality samples out there how to play sound and animate graphics at the same time with .NET.

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