I don't understand this fascination either. It would drive me insane having to create a logging object everywhere I needed to add an entry, or passing a logger reference to all my functions, let alone having to manually enter the filename to write to. In my opinion the single most useful and quickest to use logging method is:
It's an audio API plus set of UI tools for creating sound waves, banks, events and effects, with a data-driven API to get the stuff working in game exactly how you authored it. Documentation is excellent, sample code is plentiful and since it's mostly aimed towards the XNA community the support forums are lively.
I've been thinking about using OpenAL for my audio engine just due to its similar model to OpenGL, which is the graphics API I'm using, but I can't be sure since I don't have much experiance in terms of implementing audio in my applications. Any suggestions on a good sound API for C++ and FL Studio?
I've had an excellent experience with FMOD (www.fmod.org), but it does depend on how complex the audio design for your game will be. If you want your game to make some noise and play music tracks, then OpenAL is quick and simple to set up and supports a variety of platforms, but if you want an all-singing-all-dancing event-based audio subsystem with UI tools and advanced effects then OpenAL has been a little outdated for years.
Your poll only allows the selection of one format - there is no 'one size fits all' in most cases (some consoles have decoding-on-chip which allows a single format to be used for short sound effects AND long streaming tracks).
For PC I generally use WAV (PCM16) for sound effects, and OGG for streaming tracks.
As for MP3 licensing:
Do I need a license to use mp3 or mp3surround in games? Yes. Games using mp3 encoded content are licensed on a per-title basis.
However, no license fees are due if less than 5 000 copies of a particular game title are distributed.