The panning on the damsel's idle state yell has always been off for me -- when I'm standing to the right of the damsel, I hear her on the right channel, and when I'm standing to the left of the damsel, I hear her on the left channel.
Basically, in this scenario, when she yells, I hear it on the left channel.





In the oDamsel step function, line 199, we see the following code:
if (oPlayer1.x < x) SS_SetSoundPan(global.sndDamsel, -10000);
else if (oPlayer1.x > x) SS_SetSoundPan(global.sndDamsel, 10000);
else SS_SetSoundPan(global.sndDamsel, 0);
playSound(global.sndDamsel);
What that says is, "if the player is to the left of the damsel, pan her yelling sound hard left." (See SS_SetSoundPan, which says at the top of the script that -10000 is full left pan.) Which is what I've observed, and it's the opposite of what we want!