After more testing, I’ve found that doing
Emitter.Sound.EqualizerSoundEffect.HighGain = -(-25 * cos(acos(dot(cf(Camera.CFrame.Position,v3(Camera.CFrame.LookVector.X,Camera.CFrame.Position.Y,Camera.CFrame.LookVector.Z)).LookVector.Unit,v3(Emitter.WorldPosition.Unit.X,Camera.CFrame.Position.Y,Emitter.WorldPosition.Unit.Z)))/pi * (pi / 2)) + 25)
for the HighGain calculation provides a much nicer and more realistic result.
The original edition had it dampen linearly, which meant that the sides were half-dampened.
This is an inSine ease, so it dampens more behind you than to the sides.
Files have been updated with this, and I recommend anyone who has already implemented this to insert the new file. API hasn’t changed, so you can just replace the module without any issues.