by Chris » Mon Jun 22, 2015 10:02 pm
3D positioning and non-mono sounds don't mix. Most 3D audio APIs don't handle this (dsound even explicitly removed it after dx7), or can only handle it in limited capacity (either applying only attenuation with no 3D positioning, or effectively down-mixing to mono). I have considered adding a toggle in OpenAL Soft to do one of these, but really, if the sound is meant to be played in 3D it should be mono, rather than having the engine or audio API second-guess how to play the sound.
3D positioning and non-mono sounds don't mix. Most 3D audio APIs don't handle this (dsound even explicitly removed it after dx7), or can only handle it in limited capacity (either applying only attenuation with no 3D positioning, or effectively down-mixing to mono). I have considered adding a toggle in OpenAL Soft to do one of these, but really, if the sound is meant to be played in 3D it should be mono, rather than having the engine or audio API second-guess how to play the sound.