<!-- NEW4 — TEST 4 · THE QUILT · part 263 -->
on in cents.
	 */
	getDetune() {

		return this.detune;

	}

	/**
	 * Returns the first filter in the list of filters.
	 *
	 * @return {AudioNode|undefined} The first filter in the list of filters.
	 */
	getFilter() {

		return this.getFilters()[ 0 ];

	}

	/**
	 * Applies a single filter node to the audio.
	 *
	 * @param {AudioNode} [filter] - The filter to set.
	 * @return {Audio} A reference to this instance.
	 */
	setFilter( filter ) {

		return this.setFilters( filter ? [ filter ] : [] );

	}

	/**
	 * Sets the playback rate.
	 *
	 * Can only be used with compatible audio sources that allow playback control.
	 *
	 * @param {number} [value] - The playback rate to set.
	 * @return {Audio|undefined} A reference to this instance.
	 */
	setPlaybackRate( value ) {

		if ( this.hasPlaybackControl === false ) {

			warn( 'Audio: this Audio has no playback control.' );
			return;

		}

		this.playbackRate = value;

		if ( this.isPlaying === true ) {

			this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );

		}

		return this;

	}

	/**
	 * Returns the current playback rate.

	 * @return {number} The playback rate.
	 */
	getPlaybackRate() {

		return this.playbackRate;

	}

	/**
	 * Automatically called when playback finished.
	 */
	onEnded() {

		this.isPlaying = false;
		this._progress = 0;

	}

	/**
	 * Returns the loop flag.
	 *
	 * Can only be used with compatible audio sources that allow playback control.
	 *
	 * @return {boolean} Whether the audio should loop or not.
	 */
	getLoop() {

		if ( this.hasPlaybackControl === false ) {

			warn( 'Audio: this Audio has no playback control.' );
			return false;

		}

		return this.loop;

	}

	/**
	 * Sets the loop flag.
	 *
	 * Can only be used with compatible audio sources that allow playback control.
	 *
	 * @param {boolean} value - Whether the audio should loop or not.
	 * @return {Audio|undefined} A reference to this instance.
	 */
	setLoop( value ) {

		if ( this.hasPlaybackControl === false ) {

			warn( 'Audio: this Audio has no playback control.' );
			return;

		}

		this.loop = value;

		if ( this.isPlaying === true ) {

			this.source.loop = this.loop;

		}

		return this;

	}

	/**
	 * Sets the loop start value which defines where in the audio buffer the replay should
	 * start, in seconds.
	 *
	 * @param {number} value - The loop start value.
	 * @return {Audio} A reference to this instance.
	 */
	setLoopStart( value ) {

		this.loopStart = value;

		return this;

	}

	/**
	 * Sets the loop end value which defines where in the audio buffer the replay should
	 * stop, in seconds.
	 *
	 * @param {number} value - The loop end value.
	 * @return {Audio} A reference to this instance.
	 */
	setLoopEnd( value ) {

		this.loopEnd = value;

		return this;

	}

	/**
	 * Returns the volume.
	 *
	 * @return {number} The volume.
	 */
	getVolume() {

		return this.gain.gain.value;

	}

	/**
	 * Sets the volume.
	 *
	 * @param {number} value - The volume to set.
	 * @return {Audio} A reference to this instance.
	 */
	setVolume( value ) {

		this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

		return this;

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		if ( source.sourceType !== 'buffer' ) {

			warn( 'Audio: Audio source type cannot be copied.' );

			return this;

		}

		this.autoplay = source.autoplay;

		this.buffer = source.buffer;
		this.detune = source.detune;
		this.loop = source.loop;
		this.loopStart = source.loopStart;
		this.loopEnd = source.loopEnd;
		this.offset = source.offset;
		this.duration = source.duration;
		this.playbackRate = source.playbackRate;
		this.hasPlaybackControl = source.hasPlaybackControl;
		this.sourceType = source.sourceType;

		this.filters = source.filters.slice();

		return this;

	}

	clone( recursive ) {

		return new this.constructor( this.listener ).copy( this, recursive );

	}

}

const _position = /*@__PURE__*/ new Vector3();
const _quaternion = /*@__PURE__*/ new Quaternion();
const _scale = /*@__PURE__*/ new Vector3();
const _orientation = /*@__PURE__*/ new Vector3();

/**
 * Represents a positional audio object.
 *
 * ```js
 * // create an AudioListener and add it to the camera
 * const listener = new THREE.AudioListener();
 * camera.add( listener );
 *
 * // create the PositionalAudio object (passing in the listener)
 * const sound = new THREE.PositionalAudio( listener );
 *
 * // load a sound and set it as the PositionalAudio object's buffer
 * const audioLoader = new THREE.AudioLoader();
 * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
 * 	sound.setBuffer( buffer );
 * 	sound.setRefDistance( 20 );
 * 	sound.play();
 * });
 *
 * // create an object for the sound to play from
 * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
 * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
 * const mesh = new THREE.Mesh( sphere, material );
 * scene.add( me