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.