Quick answer: GameMaker positional audio panning incorrectly because the listener stays at (0, 0)? audio_listener_position must be updated each Step to follow the camera or player.

An ambient sound emitter on the left of the level pans to the right ear because the listener is still at world origin while the camera is far away.

Update Each Step

audio_listener_position(0, camera_x + view_w/2, camera_y + view_h/2, 0);

Position the listener at the camera center each Step. Panning follows camera motion.

Multi-Listener

For split-screen, GM supports multiple listeners (0-7). Assign listener N to player N’s camera position. Spatial audio per player.

Listener Orientation

audio_listener_orientation sets the forward and up vectors. Affects spatialization in 3D; in 2D, defaults are usually fine.

Velocity for Doppler

audio_listener_velocity enables Doppler effect. Tracks how fast the listener moves — passing cars pitch-shift convincingly.

Verifying

Positional sounds pan correctly based on camera position. Walking past an emitter has the expected stereo movement.

“audio_listener_position is manual. Update each Step or sounds pan from origin.”

Tie listener updates to the camera-update Step so they’re always in sync — mixed update orders produce off-by-one-frame panning bugs.