So in VR audio, I think you can oversimplify the delimma by asserting that sounds exist in one of there contexts. They’re either:
static - meaning they’re fixed to an object in an environment (if you kick in a door, you hear it the effect of busting the lock, but the position of the door lock is fixed on the door)
dynamic - meaning they respond to your movement on the x/y/z axis (if you are holding a torch in your VR helmet and you hold it up high in the air vs hold it behind your back)
or non diegetic - meaning they’re not associated with anything in the playable environment (like the background music)
The game engine handles panning based on which of these 3 contexts the sound exists in. But here’s my question - even with music, if you make a string v.i. sound really really super wide to the point it would cause imaging issues on a mono bluetooth speaker, who cares so long as it sounds appropriate while your headphones are on? Since that’s the playback medium that its designed for… (remember that the sound for most VR experiences are typically designed to be used with headphones)
Again, I’m trying to figure out if you really even have to worry about whether it translates to mono or not.