This is actually a bug I haven't been able to track down yet.  For me, for 
example, the growls pan just fine.  Some people who have tested this for me 
have tended to tell me that most of the time the growls pan but just every so 
often one won't and that is what really catches their attention.  I've been 
over the code a few times and I don't yet understand why we get the flukes that 
just stand still.

> Hey Jeremy and all,
> 
> Yesterday during a particularly axe-tastic mission, I
> noticed
> something that might be worth some of your time to tweak.
> 
> At the moment, if a zombie growls when it's on the move, the
> growl
> sound triggers from where the zombie is in the stereo field,
> but the
> growl doesn't then pan to move along with the zombie. The
> end result
> is that with longer growls, there is about 5 seconds worth
> of
> discrepancy between where the growl is coming from and where
> the
> zombie actually is. Sure, footsteps update in the meantime,
> but it'd
> add a lot to the realism if the growls could lock in
> properly with
> movement.
> 
> Cheers
> Scott


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