{"action":"opened","issue":{"url":"https://api.github.com/repos/goldfire/howler.js/issues/458","repository_url":"https://api.github.com/repos/goldfire/howler.js","labels_url":"https://api.github.com/repos/goldfire/howler.js/issues/458/labels{/name}","comments_url":"https://api.github.com/repos/goldfire/howler.js/issues/458/comments","events_url":"https://api.github.com/repos/goldfire/howler.js/issues/458/events","html_url":"https://github.com/goldfire/howler.js/issues/458","id":133536151,"number":458,"title":"3d sound emitters in Howler 2.0","user":{"login":"OpherV","id":3951311,"avatar_url":"https://avatars.githubusercontent.com/u/3951311?v=3","gravatar_id":"","url":"https://api.github.com/users/OpherV","html_url":"https://github.com/OpherV","followers_url":"https://api.github.com/users/OpherV/followers","following_url":"https://api.github.com/users/OpherV/following{/other_user}","gists_url":"https://api.github.com/users/OpherV/gists{/gist_id}","starred_url":"https://api.github.com/users/OpherV/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/OpherV/subscriptions","organizations_url":"https://api.github.com/users/OpherV/orgs","repos_url":"https://api.github.com/users/OpherV/repos","events_url":"https://api.github.com/users/OpherV/events{/privacy}","received_events_url":"https://api.github.com/users/OpherV/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2016-02-14T12:41:45Z","updated_at":"2016-02-14T12:41:45Z","closed_at":null,"body":"I'm trying to implement howler 2.0 with the 3d audio plugin in my 3d web game (preview up on [opherv.com](opherv.com)) , and I came across a certain problem.\r\n\r\nIn my game I have characters walking around the world. Each character has a set of actions which are associated with a sound (e.g. eat/attack/die). Right now I can only set the position attribute per Howl instance. I'd like to share one Howl instance per sound effect across all characters - rather than create a new Howl per sound per character and than remove it when the character dies.\r\n\r\nIs there a way to create a sound emitter of sorts that has its own 3d space, and have Howl instances play using its position? Or maybe just have the Play function accept position as an optional argument? Or is there a better way of going about it without having to create and destroy all of these Howl instances?"}}