Left-Handed Coordinate System
I think that Left-Handed Coordinate System option for Direct3D applications doesn't work as expected. Its used to negate one column of LookAt matrix only, which doesn't quite do the trick, I believe. Using this flag and my unmodified D3D coords resulted in wrong 3d sound perception. How I solve the problem was simply using SoLoud without Left-Hand flag but negating every "Z" coordinate that I pass to sound sources and listeners. I guess it's an easy fix that will make using your awesome library with D3D a no-brainer ;)
Sigh.. see issue #94 Maybe I should just add another flag for Z negating or something.
Adding a flag for Z-negation doesn't seem like a big complication so maybe it's a good idea. I'm not sure if the author of #94 faced the same issue that I had. I'm just saying that negating all Z values passed to SoLoud and not using LEFT_HANDED_3D fixed the problem in my case and I'm using DirectX11. I don't think it's a major issue. Probably any programmer can deduce to flip Z axis when he hears the sound from the wrong speaker but adding such flag to the sound engine wouldn't do any harm also ;)
Perhaps a more generic way would be to get rid of the flag and require the client to pass in forward, side, and up vectors for the listener.