Is constantly calling alGenBuffer or alGenSource and alDelete on those a good idea?

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-1 comments, last by ill 11 years, 3 months ago

I'm currently trying to decide how I will put together my audio code. I was thinking about having a buffer pool but then I realized I should just be able to call alGenBuffer and alDeleteBuffers as needed, along with sound sources and all that...

I'm wondering if that's actually a good way to do it since I image OpenAL would probably be better at this management than me or is there something inefficient about doing this? I have to usually call alBufferData to actually set the contents of a buffer anyway so managing the buffer id shouldn't be so bad, right?

I guess this applies to OpenGL as well since I often glGen and glDelete things like textures and buffers.

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