Reply 20 of 51, by God Of Gaming
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Yes, basically the way I see it, OpenAL is just an alternative api for the game to talk to the creative sound card, like DirectSound is, like how Direct3D and OpenGL are alternative apis for the game to talk to the graphics card. So with Vista+ removing DirectSound, OpenAL seems to be the way to get the Creative sound card hardware to do its thing. ALchemy is a wrapper that translates directsound calls to OpenAL, like how nglide/dgvoodoo is a wrapper that translates glide calls to direct3d.
OpenAL Soft is a fork that works in software and doesnt require a creative sound card and can do its thing even on onboard realtek, however EAX-wise it only seems to support EAX 1 and 2, if you use it for EAX 3-5 games it won't let you enable EAX in-game. There's also DSOAL which is wrapper of DirectSound to OpenAL Soft, like how ALchemy is a wrapper to Creative OpenAL.
EAX games would support OpenAL or DirectSound as apis, some both like Unreal. For games that use OpenAL they should work out of the box, Doom3/Quake4 for example use OpenAL by default. Most EAX games use DirectSound and you need wrapper like ALchemy or DSOAL to translate them to OpenAL.
I'm probably not being super factual here as I haven't like digged into their source codes or anything to see what they really do internally, but this is how I believe these work from what I've read online and experienced personally so far.