core | ugens | analysis




An AudioSample keeps the entire file in an internal buffer and all you can do is trigger() the sound. However, you can trigger the sound even if it is still playing back. It is not advised that you use this class for long sounds (like entire songs, for example) because the entire file is kept in memory.

To create an AudioSample you must use either the loadSample or createSample methods of the Minim class.

AudioSample also provides most of the same methods as AudioPlayer for controlling volume, panning, and so forth.

We now recommend using Sampler class from the ugens package because it is more full-featured than AudioSample.






  * This sketch demonstrates how to use the <code>loadSample</code> method of <code>Minim</code>. 
  * The <code>loadSample</code> method allows you to specify the sample you want to load 
  * with a <code>String</code> and optionally specify what you want the buffer size of the 
  * returned <code>AudioSample</code> to be. Minim is able to load wav files, au files, aif
  * files, snd files, and mp3 files. When you call <code>loadSample</code>, if you just 
  * specify the filename it will try to load the sample from the data folder of your sketch. 
  * However, you can also specify an absolute path (such as "C:\foo\bar\thing.wav") and the 
  * file will be loaded from that location (keep in mind that won't work from an applet). 
  * You can also specify a URL (such as "") but keep in mind 
  * that if you run the sketch as an applet you may run in to security restrictions 
  * if the applet is not on the same domain as the file you want to load. You can get around 
  * the restriction by signing all of the jars in the applet.
  * <p>
  * An <code>AudioSample</code> is a special kind of file playback that allows
  * you to repeatedly <i>trigger</i> an audio file. It does this by keeping the
  * entire file in an internal buffer and then keeping a list of trigger points.
  * <code>AudioSample</code> supports up to 20 overlapping triggers, which
  * should be plenty for short sounds. It is not advised that you use this class
  * for long sounds (like entire songs, for example) because the entire file is
  * kept in memory.
  * <p>
  * 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.
  * <p>
  * For more information about Minim and additional features, 
  * visit

import ddf.minim.*;

Minim minim;
AudioSample kick;
AudioSample snare;

void setup()
  size(512, 200, P3D);
  minim = new Minim(this);

  // load BD.wav from the data folder
  kick = minim.loadSample( "BD.mp3", // filename
                            512      // buffer size
  // An AudioSample will spawn its own audio processing Thread, 
  // and since audio processing works by generating one buffer 
  // of samples at a time, we can specify how big we want that
  // buffer to be in the call to loadSample. 
  // above, we requested a buffer size of 512 because 
  // this will make the triggering of the samples sound more responsive.
  // on some systems, this might be too small and the audio 
  // will sound corrupted, in that case, you can just increase
  // the buffer size.
  // if a file doesn't exist, loadSample will return null
  if ( kick == null ) println("Didn't get kick!");
  // load SD.wav from the data folder
  snare = minim.loadSample("SD.wav", 512);
  if ( snare == null ) println("Didn't get snare!");

void draw()
  // use the mix buffer to draw the waveforms.
  for (int i = 0; i < kick.bufferSize() - 1; i++)
    float x1 = map(i, 0, kick.bufferSize(), 0, width);
    float x2 = map(i+1, 0, kick.bufferSize(), 0, width);
    line(x1, 50 - kick.mix.get(i)*50, x2, 50 - kick.mix.get(i+1)*50);
    line(x1, 150 - snare.mix.get(i)*50, x2, 150 - snare.mix.get(i+1)*50);

void keyPressed() 
  if ( key == 's' ) snare.trigger();
  if ( key == 'k' ) kick.trigger();


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