@wizzwizz4 @devinprater perhaps now, but this was 30 years back...to make an asteriod audio game work very realistically you need to consider doppler shift too, as well as frequency profiles (fft) biases defined by the shape and relative angle of the ear canal of each ear relative to the sound source, too, for example, as well as separation distance of the ears. There are many aspects to perception of sound audio position and motion.