Re: Deploying OpenAL Projects Without Using the OpenAL Redistributable
Chris Robinson <[email protected]>
| Newsgroups | gmane.comp.lib.openal |
|---|---|
| Message-ID | <[email protected]> |
On Sunday, May 01, 2011 4:48:34 PM Su Zhang wrote: > Is it possible to deploy OpenAL projects without using the OpenAL > Redistributable and still properly exploit hardware accelerations on > platforms with OpenAL/DirectSound card? I just prefer to include everything > in the project directory rather than polluting the system directories. Hi. If you include the OpenAL32.dll and wrap_oal.dll files, placing them next to your app's executable, it should still allow for acceleration using DirectSound3D (the "Generic Hardware" based devices). It will also still allow for native acceleration for users that have already installed drivers for their hardware (the OpenAL32.dll router will still look in the system directory for more drivers). Native OpenAL acceleration of Creative's devices works through ct_oal.dll. It may be enough to simply include that as well, but someone who knows more about the Windows stuff may want to speak up on that. > I noticed that if I build OpenGL from its source code on my Windows 7 > environment, the generated DLL only links to winmm.dll; it does not route > to any OpenGL/DirectSound drivers/libraries. Creative doesn't supply the source for their latest drivers. The source available on their SVN repository under OpenAL-Windows is for an older version. _______________________________________________ Openal mailing list [email protected] http://opensource.creative.com/mailman/listinfo/openal