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How does OpenAL wrap Directsound (sometimes) without requiring HWND?

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I have a pluggable system in my game where different APIs can be used to get things done. anyways, when I create an AL device with direct sound, it works, without requiring an HWND. but, when I try to write a directsound plugin, I have to get the HWND from somewhere. I thought of a possible hack around it, by passing GetDesktopWindow() to SetCooperativeLevel, and then using STICKYFOCUS for ALL my buffers, but like I said this seems very shitty. although, this does seem like what openAL does, as the sound behavior is the same... any ideas? [edited by - billybob on March 26, 2004 7:46:35 AM]

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