<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 264 -->
play = 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( mesh );
 *
 * // finally add the sound to the mesh
 * mesh.add( sound );
 *
 * @augments Audio
 */
class PositionalAudio extends Audio {

	/**
	 * Constructs a positional audio.
	 *
	 * @param {AudioListener} listener - The global audio listener.
	 */
	constructor( listener ) {

		super( listener );

		/**
		 * The panner node represents the location, direction, and behavior of an audio
		 * source in 3D space.
		 *
		 * @type {PannerNode}
		 * @readonly
		 */
		this.panner = this.context.createPanner();
		this.panner.panningModel = 'HRTF';
		this.panner.connect( this.gain );

	}

	connect() {

		super.connect();

		this.panner.connect( this.gain );

		return this;

	}

	disconnect() {

		super.disconnect();

		this.panner.disconnect( this.gain );

		return this;

	}

	getOutput() {

		return this.panner;

	}

	/**
	 * Returns the current reference distance.
	 *
	 * @return {number} The reference distance.
	 */
	getRefDistance() {

		return this.panner.refDistance;

	}

	/**
	 * Defines the reference distance for reducing volume as the audio source moves
	 * further from the listener – i.e. the distance at which the volume reduction
	 * starts taking effect.
	 *
	 * @param {number} value - The reference distance to set.
	 * @return {PositionalAudio} A reference to this instance.
	 */
	setRefDistance( value ) {

		this.panner.refDistance = value;

		return this;

	}

	/**
	 * Returns the current rolloff factor.
	 *
	 * @return {number} The rolloff factor.
	 */
	getRolloffFactor() {

		return this.panner.rolloffFactor;

	}

	/**
	 * Defines how quickly the volume is reduced as the source moves away from the listener.
	 *
	 * @param {number} value - The rolloff factor.
	 * @return {PositionalAudio} A reference to this instance.
	 */
	setRolloffFactor( value ) {

		this.panner.rolloffFactor = value;

		return this;

	}

	/**
	 * Returns the current distance model.
	 *
	 * @return {('linear'|'inverse'|'exponential')} The distance model.
	 */
	getDistanceModel() {

		return this.panner.distanceModel;

	}

	/**
	 * Defines which algorithm to use to reduce the volume of the audio source
	 * as it moves away from the listener.
	 *
	 * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
	 * for more details.
	 *
	 * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
	 * @return {PositionalAudio} A reference to this instance.
	 */
	setDistanceModel( value ) {

		this.panner.distanceModel = value;

		return this;

	}

	/**
	 * Returns the current max distance.
	 *
	 * @return {number} The max distance.
	 */
	getMaxDistance() {

		return this.panner.maxDistance;

	}

	/**
	 * Defines the maximum distance between the audio source and the listener,
	 * after which the volume is not reduced any further.
	 *
	 * This value is used only by the `linear` distance model.
	 *
	 * @param {number} value - The max distance.
	 * @return {PositionalAudio} A reference to this instance.
	 */
	setMaxDistance( value ) {

		this.panner.maxDistance = value;

		return this;

	}

	/**
	 * Sets the directional cone in which the audio can be listened.
	 *
	 * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
	 * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a co