Hi Tom, quick question for you.

The difference in panning in MOTA Beta 14 and the reasons for it have
been, um, shall we say thoroughly covered. Forgive me if I've missed
it, but I haven't yet seen anybody discussing how the new setup will
work for the FPS version. I guess what I'm asking is, are the current
jumps across the stereo field that people are struggling with only
occuring because you're having to try and find the common ground
between a 2d audio landscape and a panning system that was designed
exclusively for realism in 3d maps?

I'm hoping that the answer to this will be that the FPS version will
sound more natural whenever it's ready to be rolled out. Seems logical
to assume given all the cool sounding stuff that's still happening on
consoles, but I thought I'd check for sure. Call me a maverick, but
I'm trying to make panning and positivity fit into the same sentence


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