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Really micromanaged audio programming (C++)

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I have been looking at audio libraries for my game development in C++/OpenGL for a while now, but nothing truly grabs me. OpenAL is a good contender, but it seems flooded with weird special-purpose functions that just bloat the final file size. Either I need to pick it apart and pick and choose functions, or I need something more low-level. What I basically need is something for generating and playing sound files, not importing existing ones (if it can do both, no problem, but...). I can do the math for a sine wave, for example, but I have no way of making the computer play it as a sound. Other sounds are generated in similar ways, but playing them AS sounds is still not happening. I would love some efficient innate function (Windows platform), or a very streamlined library for that purpose only. Any suggestions??

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