[Openal-devel] Creative Labs and OpenAL

Daniel PEACOCK dpeacock at creativelabs.com
Tue Aug 28 11:30:36 PDT 2007





Hi,

> > Sure, I can understand that.  However, for our game (targeting Linux
> > and OSX as well as WinXP), it simplifies things to include the DLLs
> > needed and not require any extra installations by the user (other than
> > the normal "install the latest drivers for your sound card and video
> > card" mandate). If there are bugs in the DS3D portion of wrap_oal.dll
> > that are fixed in Creative's "OpenAL SDK" wrap_oal.dll, then we might
> > want those fixes for our game, but would we be allowed to include the
> > fixed-up wrap_oal.dll (with the DS3D fixes) from the "OpenAL SDK" with
> > our game, and use the openal32.dll built from SVN (which you said is
> > identical to the one in the "OpenAL SDK" release) without legal
hassles?
>
> Hopefully Dan will correct me if I'm wrong, but my recollection is that
> the oalinst.exe that is available at developer.creative.com is
> redistributable, so you can make it part of your installation process.
> The typical practice is to execute "oalinst.exe /s" (the /s is for
> "silent") from your application's installer.  The installer runs very,
> very quickly (you won't even notice it), and it takes care of putting
> all the DLL's where they need to go.  No fuss, no muss.  As far as I
> know, this is by far the simplest way to handle things under Windows
> (this combined with the enumeration mechanism that Dan gave you).
>
> You can always do an app-local install of the DLL's, but I've found this
> to be more problematic than the oalinst.exe method.

Exactly right!

Dan



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