When the player removes a door brace, the last bit of the (mostly non-interactive) animation is of Ripley dropping the contraption off to her right with a nice clunk. Great. Great!
But: that clunk sound comes from the left channel. Listen/watch carefully. Headphones might help. (The sound of the wrench turning also illustrates a similar issue.)
I think it's pretty clear that this is weird, but it isn't technically inaccurate. As Ripley drops the door brace, the player’s view pans right and rotates slightly counter-clockwise. Obviously, doing this would angle pretty much anyone’s left ear closer to the ground—so, yeah, the sound "should" be louder on the left.
But that’s the problem; it’s accurate for Ripley, but it isn’t true to how I actually perceive/interact with the game space. This is maybe counterintuitive for first person games, since ostensibly Ripley’s eyes are supposed to be my eyes and Ripley’s ears are supposed to be my ears; but creating that illusion isn’t simply a matter of mapping her senses directly onto mine. The sound should really just come from the right channel.