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.
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