/// <summary>
        /// -1 for full left, 0 for center, 1 for full right. This pan is based on "balance effect" and not a "constant energy pan". That is
        /// at the center you hear each side fully. (Constant energy pan has 3dB attenuation to both on center.)
        ///
        /// [iOS] 2D panning in iOS will be emulated in OpenAL's 3D audio engine by splitting your stereo sound into a separated mono sounds,
        /// then position each one on left and right ear of the listener. When panning, instead of adjusting gain we will just move the source
        /// further from the listener and the distance attenuation will do the work. (Gain is reserved to the setting volume command,
        /// so we have 2 stage of gain adjustment this way.
        ///
        /// [Android] Maps to SLVolumeItf interface -> SetStereoPosition
        /// </summary>
        /// <param name="pan"></param>
        public void SetPan(float pan)
        {
#if UNITY_IOS
            NativeAudio._SetPan(InstanceIndex, pan);
#elif UNITY_ANDROID
            NativeAudio.setPan(InstanceIndex, pan);
#endif
        }
        /// <summary>
        /// -1 for full left, 0 for center, 1 for full right. This pan is based on "balance effect" and not a "constant energy pan". That is
        /// at the center you hear each side fully. (Constant energy pan has 3dB attenuation to both on center.)
        ///
        /// [iOS] 2D panning in iOS will be emulated in OpenAL's 3D audio engine by splitting your stereo sound into a separated mono sounds,
        /// then position each one on left and right ear of the listener. When panning, instead of adjusting gain we will just move the source
        /// further from the listener and the distance attenuation will do the work. (Gain is reserved to the setting volume command,
        /// so we have 2 stage of gain adjustment this way.
        ///
        /// [Android] Maps to SLVolumeItf interface -> SetStereoPosition
        /// </summary>
        /// <param name="pan"></param>
        public void SetPan(float pan)
        {
            AssertInitialized();
#if UNITY_IOS
            NativeAudio._SetPan(InstanceIndex, pan);
#elif UNITY_ANDROID
            NativeAudio.setPan(InstanceIndex, pan);
#endif
        }