Yes, this can be done by adjusting the values you use when calling Set3DPosition. Use the up vector as the argument for both the forward vector and up vector
Unreal:
Set3DPosition(ActorLocation, ActorLocation, ActorUpVector, ActorUpVector)
Unity:
Set3DPosition(speaker.position, listener.position, listener.up, listener.up);
Core:
vx_req_session_set_3d_position *req;
vx_req_session_set_3d_position_create(&req);
req->session_handle = vx_strdup("mychannel");
req->req_disposition_type = req_disposition_no_reply_required;
req->speaker_position[0] = 10;
req->speaker_position[1] = 0;
req->speaker_position[2] = 0;
req->listener_position[0] = 10;
req->listener_position[1] = 0;
req->listener_position[2] = 0;
req->listener_at_orientation[0] = 0;
req->listener_at_orientation[1] = 1;
req->listener_at_orientation[2] = 0;
req->listener_up_orientation[0] = 0;
req->listener_up_orientation[1] = 1;
req->listener_up_orientation[2] = 0;
vx_issue_request3(&req->base);
This will eliminate the left-to-right panning based on facing direction, but still calculate the change in volume based on distance.
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