This sketch demonstrates how to use the trigger method of an AudioSample.
AudioSamples can only be triggered, not cue'd and looped
or anything else you might do with an Playable object. The advantage, however, is that
an AudioSample can be retriggered while it is still playing, which will cause the sample to
overlap with itself.
Use 'k' and 's' to trigger a kick drum sample and a snare sample, respectively. You will see their waveforms drawn when they are played back.
Source code: trigger
Built with Processing