I was referring to the resonance extending to the right or left side as left and right
speakers of stereo.
Sound radiates 360 degrees from these devices too. The drivers have something called dispersion, which varies according to the basic design of the driver (horn, cone, panel etc.). There's a fairly substantial back-wave (cone, panel). There's a phase shifted wave from a backward firing port that is of the same fundamental frequency of the driver, but with greater intensity at the resonant frequency of the port. There's a time late wave from a front firing port (same characteristics as the backward fixing port). The cabinets resonate in all directions.
All sound disperse 360 degrees.
Correct.
What matters to our hearing is the direct sound that arrives to our ears first.
That's a broad statement. Matters for what? Lots of things matter in hearing, frequency, phase, intensity, Doppler...
As long as the second sound that arrive to the opposite ear is within about 1ms that information is decoded for localization. Using your example, the radiating sound to the back or side will arrive later than 1ms.
This totally depends on the difference in distance that sound travels via direct path and reflection. Influences on this include angle from the reflecting surface, distance from the reflecting surface, distance between the driver and the listener, orientation of the ears relative to source and reflections....
This adds to spaciousness.
It can also create smearing, combing, and huffing, and a whole bunch of other audible effects.
There were demos in concert hall using multiple mono speakers which successfully fooled most listeners as the original sound. These experiments were conducted in the late 50s and 70s.
I'd be interested in reading that paper. Please keep in mind that a music hall is a space designed for the propagation of sound and to manage its reflections. The sense of spaciousness is a function of carefully oriented reflecting points. It is also designed to preserve the sound stage for listeners because it would be distracting to have the band in one location and the sound coming from another. This is a balancing act... too many reflections will disturb the sound stage. Too few, and the sound will be lifeless.
But all of this is a gross simplification of sound, because human hearing relies on other things too in order determine direction and distance.
I am confining this discussion to music with the stage assumed to be infront. Most of this discussion will not apply for object based sound multichannel teproduction where it is meant for HT and games where the sound ir ibject is intended to be surrounding you.
You started out talking about natural sounds. Then you moved to reproduced sound. Now the discussion is restricted to music... but not multichannel music, which is a feature of BluRay and DVD-A.
The truth of the matter is that sound does surround us. This is why it has been devilishly difficult for loudspeaker manufacturers (who actually have increased the performance of their products since the 1950s, 60s, and 70s) to deliver life-like sound.
I have no doubt that drivers (and perhaps even drivers supplied by a single channel of music) can trick the auditory system to a degree. But this requires a carefully controlled space that imparts effects that approximate those produced by real instruments in natural (not free space and not in an open field, but in places where we become familiar hearing them) locations. These effects include resonance, direction, reflection, phase, etc. But move a driver, hang a curtain, or change perspectives, and this illusion can be shattered.
Why? Because human hearing uses a lot of cues to determine what is real, what is close, what is far, what is approaching, what is moving, etc.
So, to go back to your original point, natural sound isn't monaural. Reproduced sound may emanate from a single driver, but it ceases to become a single point in time and space the moment it starts interacting with the physical world. If this is what you equate as monaural, then so be it. But then it diverges from your original premise.