you might actually have to post some code because I can’t see it from here.
Here’s the complete code of TestReverb.java 
It has a modification to make the position more extreme. Like mentioned, I’ve also tried nesting and such, but this should be the simplest case.
I was mostly interested in hearing if any others had had similar issues, or if it was a known problem.
Is it possible it’s a driver issue? I don’t remember the last time I had jME + position audio working on this sound card. Can’t remember if I’ve tried either.
package jme3test.audio;
import com.jme3.app.SimpleApplication;
import com.jme3.audio.AudioNode;
import com.jme3.audio.Environment;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
public class TestReverb extends SimpleApplication {
private AudioNode audioSource;
private float time = 0;
private float nextTime = 1;
public static void main(String[] args) {
TestReverb test = new TestReverb();
test.start();
}
@Override
public void simpleInitApp() {
audioSource = new AudioNode(assetManager, “Sound/Effects/Bang.wav”);
float[] eax = new float[]{15, 38.0f, 0.300f, -1000, -3300, 0,
1.49f, 0.54f, 1.00f, -2560, 0.162f, 0.00f, 0.00f, 0.00f,
-229, 0.088f, 0.00f, 0.00f, 0.00f, 0.125f, 1.000f, 0.250f,
0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f};
audioRenderer.setEnvironment(new Environment(eax));
Environment env = Environment.Cavern;
audioRenderer.setEnvironment(env);
}
@Override
public void simpleUpdate(float tpf) {
time += tpf;
if (time > nextTime) {
Vector3f v = new Vector3f();
v.setX(FastMath.nextRandomFloat());
v.setY(FastMath.nextRandomFloat());
v.setZ(FastMath.nextRandomFloat());
v.multLocal(1000, 2, 1000);
// v.subtractLocal(20, 1, 20);
audioSource.setVolume(0.25f);
audioSource.setLocalTranslation(v);
audioSource.playInstance();
time = 0;
nextTime = FastMath.nextRandomFloat() * 2 + 0.5f;
}
}
}