There are ways of making it hard
Sure. But usually, once you attach a debugger it's not that hard. In any case, why bother? Whatever you do, it's going to get ripped/pirated anyway, is your time really well spent trying to prevent that (which you can't anyway).
I am not even talking about piracy, but as far as I know it is not that easy to extract game resources from RAM (even with debugger, as long as the binary has no symbols in it). If procedural music is used it would be even harder to do that, since audio would not come from a fixed resource file, and it might also be hard to detect and extract separated sounds when multiple sounds are being played (music background, sound effects, etc). "Wasted time" is also not a good reason to reject an improvement, since I am willing to use my time for the porting required. Seems like you guys just hate any closed-source (or closed-resource, don't know if that is a thing) iniciatives.
But that is only MY main reason for looking at OpenAL replacements right now, there are other reasons that you guys are just ignoring.
Your platform code argument is still something I don't fully get...
DirectSound or PulseAudio are still just libraries/API. Where these APIs get called by OpenAL or SFML doesn't really help much, in the end someone has to write the implementation for that platform. If the maintainers of OpenAL can focus on that, while ee can deal with other stuff, it's alot better. If OpenAL isn't supported on a platform it's still possible to implement it for that platform and SFML doesn't need to change anything...
I believe that porting OpenAL is a hell of a lot harder than just porting some low level platform functions related to audio input/output, but again, I am no expert. My suggestion wouldn't be to drop OpenAL altogether, but at least to use it through abstract interfaces that could be implemented with other back-ends (maybe even change back-ends at compilation-time via defined constants). As I've already explained, it would be good to have completely platform-independent code taking care of all audio processing and porting the audio to any platform by just porting the low level audio input/output functions.
If you guys are really that averse to allowing multiple audio back-ends I might consider implementing those interfaces on my own code, but I would rather not.
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