[Openal-devel] OpenAL Driver Selection

Richard Furse rf015d9821 at blueyonder.co.uk
Tue Jun 17 09:10:50 PDT 2008


> -----Original Message-----
> From: openal-devel-bounces at opensource.creative.com 
> [mailto:openal-devel-bounces at opensource.creative.com] On 
> Behalf Of Daniel PEACOCK
> Sent: 13 June 2008 22:24
> To: openal-devel at opensource.creative.com
> Subject: Re: [Openal-devel] OpenAL Driver Selection
[...]
> Due to all sorts of reasons, some game developers ...
> 
> a) Don't want to use the OpenAL Installer - and therefore 
> need local DLLs
> b) Don't want to support particular devices
> c) Require XXX number of voices
> d) Require EAX X support
> e) Don't want to display the list of available devices to the user
> f) Want to simplify the options available to a user (e.g 
> Audio Hardware On / Off)

Naughty game developers. Tut ;-)

More seriously - are there any game developers on the list (or others) who
see good reasons why any of the above should be happening?

Maybe it's just a matter of making the docs etc even clearer than they
already are?

[...]
> We've talked about this idea at Creative.  It could be nice 
> to have an OpenAL configuration panel that stores setting in 
> the registry which are used by the OpenAL32.dll router 
> component to control device selection.
> 
> I don't think this could solve all the problems though ... 
> e.g. if an application has a local openal32.dll then the new 
> 'configurable router'
> would never be loaded anyway.  There may be problems with 
> games that need particular feature-sets too.
> 
> Dan

Yep - if the game is using its own DLLs there's not much we can do without
"hacking"! On the other hand, making the central OpenAL install more visible
and controllable hopefully would encourage game developers to use it.

Again, are there any game developers on the list with a view?

Best wishes,

--Richard




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