<p dir="auto">Hello, i recently upgraded from R71 to R73 and am pretty happy with the evolution of Three.Audio</p>
<p dir="auto">I am currently developing some sort of game, and i need different type of sound capabilities<br>
A) ambient sound (no position, just some background)<br>
B) "event" sound, like footstep, punch... (once again, no position needed)<br>
C) positional sound (like a torch on a wall, a monster, a fountain...)</p>
<p dir="auto">Three.audio is not really useful for A and B, which is ok (but you loose some of the ease of use that provide Three.audio)<br>
C is clearly the intended use of Three.audio, with the use of the panner to position the sound seamlessly with position update from Three.</p>
<p dir="auto">but i could see some enhancement (some easy, some more complex) added.</p>
<ol dir="auto">
<li>first and foremost, the ability to directly create a Three.Audio with a pre-loaded buffer, thus avoiding a request if the sound is already loaded. Particularly useful if a sound is used at a lot of different positions (like 'medieval' torch burning in my case for example).</li>
<li>if you want to go further, and more powerful/generic, we could provide directly a way to connect an audio source/node to three.Audio (instead of a buffer or file), which would open all (or almost) the possibilities of the webAudio api while still benefiting from Three.Audio functionality</li>
<li>maybe a way to add/remove filter in Three.Audio, instead of just setting one (which is already a big plus), but it would maybe become too complicated/cumbersome...</li>
</ol>
<p dir="auto">what do other peoples think of this ? any idea ?<br>
if it is interesting and possible to have that in Three, i could try and do an implementation candidate for a pull request instead of just having my own code (case in point, if it is something needed and acceptable for Three).</p>
<p dir="auto">I use Skeletal animation in my scene and I want to add shadow to the animated mesh, but I fail.<br>
When I examine the code, it seems that only "_depthMaterialMorph" is provided(in WebGLRenderer.js  line:130), can you provide shadow for Skeletal animation?</p>