Nah, not in general, and not in FO2. Not even in a 3D game engine with its own 3d soundscape really
![Smile :) :)](/../../xencustomimages/smilies/icon_smile.gif)
music is another story tho
I respectfully disagree.. well sort of.. You see back in the day between 1997 and 2005 there were those fancy Aureal3D soundcards and drivers, which in combination with a game supporting their technology, one with few weeks of training isuch environment could pinpoint the sound source in 3D space (such as footsteps) while playing on stereo headphones. That was achivable thanks to HRTF (head related transfer function). an human brain ability to notice a slight difference in stereo sound channel timing of a frequently repeated sound.
players running on Aureal3D soundcards playing counter strike 1.6 CD/DVD version do notice it while playing on winXP, it was the last windows with DirectSound3D libraries present (up to XPSP2), which enabled this marvel. CS 1.6 on winXP, for Players with Aureal3D cards trained long enaugh did not need fancy player model figurines, like they do have in CS GO nowadays, to figure out where the enemy is, as simply by hearing enemy footsteps they could easily pinpoint a sector in 3D space where exactly the sound is coming from, and that's thanks to custom stereo sound technology and simple stereo headphones. There were other games supporting this technology back in the day, Like older versions of Quake3 Arena for example, nowadays most of them still run on winXP, probably due to owning an Aureal3D soundcard. That is why CS 1.6 players hate Steam version (which cut out win xp support from steam, and A3D soundsystem from the game).
I bet modern time players would love to grab their hands on such technology i modern games, however Creative Labs Technologies, which took over Aureal by suing them, and buying them out, shelved the technology, and when the time came to use it, they couldn't crack it. modern day equivalents of this technology use software implementations such as "Sonic for Windows" however folks do not understand that sound processing requires an independant processor thread and decent calculating power and should be done on a separate sound processor, like Aureal did, just like graphics calculations are done on a GPU not CPU, as efficiency is a lot better on a real thing than virtualization. that's why sonic for windows gives poor performance in games.
anyways.. sorry for the off top, but i just felt it is nessecary to tell this, so that you'd have full picture of stereo sounding in 3D games, as Your statement may be true now, but it wasn't always the case.