I was giving an anecdote, yo. Calm down. Synths in the digital environment of a spatial audio engine, which I've done work in both programmatically and as a musician/sound engineer, has problems with spatializing the unnatural waveforms that synths produce. Humans have trouble pinpointing where those sounds are coming from. It's easy to work around, and no one is saying "don't use synths in spatial audio", just that there are considerations to be made to make them work well in that environment. Just like you don't want to pre-apply reverb because that's going to be generated by the spatial engine.
Here's a link with a bit about sine waves, but I've found the same to be true (to a lesser extend) with saw, triangle, and square waves too.
Here's a link with a bit about sine waves, but I've found the same to be true (to a lesser extend) with saw, triangle, and square waves too.
https://developer.oculus.com/learn/audio-intro-sounddesign