Hi @Tom, I guess that 2D spatial sound would be possible with Phaser. You would need to calculate the distance between the player and the object (the sound source), normalize that distance to a 0-1 range and apply that value to the sound volume, and maybe adjusting the pan based on the sign of the distance too. Sound perception is not linear, our ears work logarithmically so maybe you may need to apply a log() function somewhere to make the volume change feel more real. 