This is where the phase (based on time-of-travel) is entered into the mix, not simple ‘louder on left vs right’. So the ‘head transfer function’ slightly mutes and delays the sound recieved by one ear vs the other.
Example:
Sound coming directly in front of you arrives both ears same time.
Sound coming directly to the right arrives at right ear about .3 milliseconds before left ear.
This produces a very realistic effect, especially wearing headphones, of sound coming from a very large environment, very realistic.
So, does Unity do that? If not, is there a way to use a 3rd party subsystem to do that?