now i am ashamed ... Listener did had direction, not SoundSource ...
It still has, but that doesn't change the fact that it doesn't make sense to store sprites and sounds or sound listeners together. What you actually want is an abstraction layer in between, most likely a scene graph. This is definitely not SFML's task.
but i did also think about that it might be complications with other stuff like Thor Animation and Particle System i did use so when they should animate the object, the Sound might not follow the Sprite
That sounds very confused. Animations, particles and sounds are widely independent components, how you combine them depends entirely on your game's code design. Again not something SFML should care about.
hmmm now i am thinking if SoundSource should have a direction too, so like you can only hear it if the speaker is showing into your direction ...
hmmm2: i also did think there might be some value for the current acceleration of the SoundSourceObject so it might the detect if its moving to you or away from you, (for the Doppler Effect) or is that already managed by AL?
Are you actually requiring those features or are those just spontaneous ideas? I ask because we have enough ideas on what
would be possible, but we prefer implementing the useful ones first
(Apart from that, these are also things that depend highly on the game, and can be implemented without modifying SFML; e.g. by changing frequency and volume depending on the position and orientation)