I built a fountain on my property last night and attached a llLoopSound() to it so I could hear the running water when I am in my garden. It worked nicely enough and sounds fine.
As I stood by the fountain, I began to rotate the camera angle and immediately began to notice that the sound spatialized in relation to the camera, not to my avatar.
In simpler words, as the view moved further from the fountain, the sound became faint, even though my avatar was standing in the same spot, virtually on top of the fountain.
This seems wrong. For one thing, you can't hear sound on someone else's parcel anyway, so this type of spatialization would only be useful for using the camera view to listen in on sounds in another part of your own land parcel. Additionally, CHAT doesn't work like this. Considering that CHAT is supposedly 'sound', to have different spatial features for chat and actual sound is incorrect.
Can we please spatialize sound based on the location of our avatars instead of the camera view? This is going to be much more important in ver 1.9, and MUCH more noticeable as people control the camera views of their parcels.