Half a year late, but yeah that's entirely possible in howler.js, haven't used it myself but judging from the docs you can just update the position. there's some more libraries that do it that I've found, check here how 3dage does exactly what you want:
https://codepen.io/naugtur/pen/QgmvOB?editors=1010
var world = IIIdage.World({
tickInterval: 200
})
var annoyingFly = IIIdage.Thing({
is: ['fly'],
sounds: {
'buzzing constantly': {
sound: 'buzz',
times: Infinity
}
},
reacts: [
{
// to: world.random.veryOften(),
to: world.time.once(),
with: 'buzzing constantly'
}
]
})
// scene should create and expose a default world or accept one
var scene = IIIdage.Scene({
title: 'Annoying fly',
library: {
sounds: {
'buzz': {
src: ['https://webaudiogaming.github.io/3dage/fly.mp3']
}
}
},
world: world,
things: [ // scene iterates all things and spawns them into the world. same can be done manually later on.
annoyingFly({
pos: [-1, -15, 0],
dir: [1, 0, 0],
v: 1
})
]
}).load().run()
setTimeout(function () {
scene.dev.trace(IIIdage.dev.preview.dom())
}, 500)
setInterval(function rotateVector() {
var angleRad = 0.15
var d=scene.things[0].attributes.dir
var x=d[0], y=d[1]
var cosAngle = Math.cos(angleRad), sinAngle = Math.sin(angleRad)
scene.things[0].attributes.dir = [x * cosAngle - y * sinAngle, y * cosAngle + x * sinAngle, 0]
}, 500)
window.scene = scene
There's still some others that do similar stuff:
Hope this pushes you in the right direction if you still want help with it.