[58:22][@insofaras][You said panning is just a function of volume, but could it also mix a portion of one source channel into the other output channel (for stereo)?]
[1:03:08][@cubercaleb][Earlier in the stream you were describing audio in relation to light and you mentioned how sound is volumetric. But isn't light also volumetric?]
[1:12:08][@SoysauceTheKid][No special sound effects such as reverb?]
[1:12:42][@ingenero][Are you going to do any work with sound analysis or visualization using FFTs? Do have any experience with that kind of stuff?]
[1:13:24][@cubercaleb][Is their any need for an equalizer for the game's engine? I assume it would be trivial to implement.]
[1:14:54][@Miblo][Won't we also want at least a low-pass filter for audio coming from, for example, the other side of a wall?]
[1:15:50][@ttbjm][Some older sound cards could do cross-talk cancellation to try to do 3d sound with 2 or 4 speakers instead of with headphones, do you have any experience with this?]
[1:16:07][@hyco24][What is a good way to get sound to bounce off objects more realistically? (i.e., walls, cars, etc.)]