A stereo channel's positioned sound is now given what a 3D channel's is: the same occlusion, obstruction and underwater listener (as the 3D call passes them) and its class's wet gain make its I3DL2 source, so the mixer muffles its direct path and sends it to the reverb as it does a 3D voice. The room send rolls off with distance as a 3D voice's does, the game's own fade of the stereo voice's volume taken back out of it. Unpositioned stereo stays unpanned and dry.