At any rate, its my understanding that Crysis uses a completely software driven system for the sound in the game. A very very very poor choice. The sound engine was made by a 3rd party.
Is there any conceivable way this game could be changed to use OpenAL? I see absolutely no reason to opt for software audio over hardware at all. It may sound a tiny fraction better in some cases but the extra latency of using software is showing up in this game. It should be noted that vanilla Crysis CERTAINLY had this same issue. A very stupid problem and a result of awful design.
I know its a log shot and i dont know anything about the audio tek in this game but is it possible?
Crysis uses the FMOD sound engine for its audio rendering. It's actually a
very nice engine and super easy to work with (for the most part) as well as being pretty light on the CPU and hard disk unless you are attempting to render massive real-time audio effects as controlled by in-game parameters. I've kept this in mind in working on the MWLL project and have generally kept sounds to less than 0.2% CPU usage per sound event, something I'm pretty proud of given the massive palette required for the mod.
Crysis does use an older version of the FMOD engine (2.x something) and I do wish that I could use the latest version of FMOD Designer (4.x) due to some additional optimisations and features. Unfortunately Crysis won't play nice with the new version and I have no expectation that they ever intend to patch in support for it. I don't know what version of FMOD is supported by Crysis Wars, but I'm hoping that it is one of later ones, having much better emulation, debug and cone designer tools and not prone to randomly crash when I replace a waveform in a sound instance and forget to focus click before doing a preview (GAH!)
Trying to "hack in" OpenAL support would be a massive effort (and probably near impossible with just the modSDK) for very little, if any, gain.