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Author Topic: OpenAL DLL in the executable  (Read 4130 times)

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metafurionx

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OpenAL DLL in the executable
« on: December 15, 2017, 08:25:37 am »
I wanna have everything for my small game in a single .exe.
I can include the resources and statically link the libraries, ok. But for the audio part, this leaves me with an openall32.dll outside.
I believe I'm allowed to add it too if I follow the "About" approach mentioned here.

How should I do it? Can I somehow statically link it, have SFML detect it from embedded resources or do something else?

Laurent

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Re: OpenAL DLL in the executable
« Reply #1 on: December 15, 2017, 08:46:21 am »
Your only option is to recompile OpenAL as a static library, recompile SFML to use that static library, and adopt a license for your project that makes all this possible (LGPL or compatible -- with everything that involves).

So much pain... for what benefit?
« Last Edit: December 15, 2017, 08:47:53 am by Laurent »
Laurent Gomila - SFML developer

metafurionx

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Re: OpenAL DLL in the executable
« Reply #2 on: December 15, 2017, 10:32:08 pm »
Your only option is to recompile OpenAL as a static library, recompile SFML to use that static library, and adopt a license for your project that makes all this possible (LGPL or compatible -- with everything that involves).
Thanks so much for the positive answer and directions, I'll do that and give a good read on http://openal-soft.org/ and LGPL v2.
So much pain... for what benefit?
A retro game, because it's small. I want it to look like single-exe old games like Dangerous Dave (DOS) or SkiFree. Yes, it's mere artistic touch, but it's no pain at all, I love this. If it were, I'd just go with the package trick from Ludum Dare.
Out of that, I agree, it's unpractical. I prefer DLLs for everything instead, even resources because I do partial updates.