This chapter's sample program is exactly the same as last chapter's, only it uses OpenAL instead of DirectX Audio. Conceptually, the tasks the game has to perform are very similar to what it had to do for DirectX Audio's 3D Sound. The game creates the buffers and sources inside the OneTimeSceneInit method, then sets the positions and velocities of everything from within the FrameMove method. The actual function calls are a bit different, but you should be able to follow what it's doing by consulting both this chapter and the last. You can find source code for this chapter on your CD, in the Ch14p1_3DOpenALSound folder; the code for the last chapter is in the Ch13p1_3DSound folder.