Quick answer: Add a Listener2D made current, or ensure the Camera2D is current, and confirm the player's Area Mask matches an Area2D with an audio bus so panning is computed from its global position.
Your footsteps and pickups all sound dead-center no matter where the object is on screen. AudioStreamPlayer2D pans based on a listener, and if Godot can't find one it falls back to mono center.
How to fix it
1. Make a listener current
Add a Listener2D node as a child of the player and call make_current(), or ensure your Camera2D has current = true. Panning is measured from that point.
2. Check the Area Mask
AudioStreamPlayer2D only routes through an Area2D whose layer is in the node's area_mask. A mismatch sends audio straight to Master with no positional pan.
3. Verify max distance
If max_distance is tiny, distant sounds are attenuated to silence before you hear any pan. Raise it to cover your play area.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.