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YOU hear in stereo depending on where the source is positioned, and according to lots of studies, we actually do better positioning than that (see Head-related transfer function)
eg: A dog doesn't bark in stereo. It's a mono sound originating in a single point. The engine will mimic that and do it's own stereo interpretation of it for where the camera is located.
If anything you could ask for the game to have a form of surround sound, but remember no new features will be implemented at this point.
Pre-mixed stereo sounds would only be useful for UI sounds, or Voice-over sounds. IDK if those can be positioned binaurally by the engine (using the mono files). But IMHO having the UI or VO be in stereo, doesn't add much for the player.
Mono gunfire sounds are really flat, and don't really portray how such a sound would be heard in the real world.
And whatever the ears pickup, should be processed by the engine depending on camera position, not pre-mixed either.
Pre-mixing would actually be a lazy shortcut.
That's still only part of it. Listen to the sounds in Quake 4 as opposed to the previous games. Another good example is Half-Life 2 with some of it's weapons, like the pistol and Revolver. Fallout 3 also has the same idea. Gunfire sounds in those games are made in stereo to correctly portray their sound, often in ways that would be too CPU-heavy for a dynamic sound system. Just FYI, other effects, like reverb, positioning/panning, and whatnot would still be handled by the engine like normal.
BTW, compare this: https://www.dropbox.com/s/18e1hu621i6n12h/357_fire2mono.wav?dl=0
To this: https://www.dropbox.com/s/g266b1rp8mcv37g/357_fire2.wav?dl=0
or this: https://www.dropbox.com/s/5evbld9j2sqipub/9mm_Fire3.wav?dl=0
to this: https://www.dropbox.com/s/rzanksn5976xhyv/9mm_FireST3.wav?dl=0