@sebavan I can not really find what I was looking at. It was in Dec 2019, based on file stamps of what I was doing at the time. Assume I was mistaken.
I do think that there is a BUG in the Sound constructor. If you pass
as an option, it never gets transferred to the private
_panningModel. That means the only way to get HRTF is calling the undocumented:
scene.headphone = true, fairly early.
switchPanningModelToHRTF() on a sound instance
@metafred, your description is gets us a little closer. I think just walking through how you are currently doing things is probably useful. First,what panninglModel are you specifying in the Sound constructor args, or are you defaulting? I am going to assume that
panningModel:"HRTF" is the better option.
For the person turned away from you being different from when facing you, requires that sound be directional. That only happens if
setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number) is called. Directional also only works if you attach the sound to a mesh.
Here is where a problem may be. Attaching to mesh turns on spacial if it is not already, but then the panningModel will be default. Turning on spacial with constructor options lets you specify the panningModel, but as I told Sebavan that does not work.
Bottom line, it needs to be absolutely verified that you are both using spacial with both the improved HRTF & directional sound, first.