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I've also used 3DCeption by TwoBigEars, and that's quite good as well, but isn't free.
I am surprised, but that would be a nice thing and make me actually consider 3D audio. But so far I can not say I have seen a convincing demo that makes me want to put the effort in. Still hoping we see some integrated solution with Unity.
The important thing to look for IMHO is that any plugin you use should be using Unity's Spatialization API. 3Dception apparently was the first one that did that - but it seems that by now Oculus Audio SDK also does it.
What I found extremely annoying about the Oculus Audio SDK was that you couldn't simply play the AudioSource - instead you had to play their component (I really hope they've changed that by now, otherwise I won't even try working with it - it's a terrible design for a spatialization SDK). 3Dception doesn't make you do that ... BUT - even though they use the Unity Audio Spatialization API, you still need to add their components to your AudioSources, which is fairly annoying. According to them that's due to limitations in Unity's Audio Spatialization API which, if true, would mean that API is kind of half-implemented.
IMHO, plugins like that should be just that: PLUGINS. So when I use 3Dception, all I want to do is select it from the Spatialization list (there's a setting for that in Audio). That way, when I want to try Oculus Audio SDK or any of the others, all I need to do is put the thing into my project, make another selection and be done with it.
But otherwise very interesting read, thank you for all that valuable info!