Quick answer: Ship the DLL with your game (OpenAL Soft is the modern, redistributable implementation), or install the OpenAL runtime during setup.
OpenAL was designed as a system runtime but is best shipped per-game today. Games that assume it exists fail on clean machines. Here is the modernization.
How to fix it
1. Ship OpenAL Soft next to the exe
Drop the appropriately built openal32 (OpenAL Soft) beside your executable — self-contained, no installer step, and its license permits it; this is the standard modern practice.
2. Or run the runtime installer
Legacy titles can include oalinst.exe in setup — heavier than shipping the DLL but preserves old expectations.
3. Prefer per-game over system copies
System-wide DLLs invite version conflicts with other games — local copies isolate you; audio middleware built on OpenAL usually documents the same recommendation.
4. Verify the dependency chain
Check your shipped binary's imports (dumpbin /dependents) — audio DLL surprises often arrive through middleware, and the import list shows everything your exe demands at launch.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.