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    import ddf.minim.*;
    import ddf.minim.analysis.*;
    import ddf.minim.effects.*;
    import ddf.minim.signals.*;
    import ddf.minim.spi.*;
    import ddf.minim.ugens.*;
    Ball[] balls =  { 
      new Ball(100, 400, 20), 
      new Ball(700, 400, 80)
    };
      Minim minim;
      Sampler b;
      AudioOutput out;
      Sampler d;
    void setup() {
      size(640, 360);
      minim = new Minim(this);
      b = new Sampler("Bell.mp3", 100, minim);
      out = minim.getLineOut();
      d = new Sampler("Door.mp3", 3, minim);
    }
    void draw() {
    background(51);
    for (Ball b : balls) {
    b.update();
    b.display();
       b.checkBoundaryCollision();
      }
  balls[0].checkCollision(balls[1]);
}
void mouseMoved () {
  b.trigger();
  d.trigger();
}
class Ball {
  PVector position;
  PVector velocity;
  float radius, m;
  Sampler sampler;
  Ball(float x, float y, float r_, Sampler a) {
    Sampler = a;
    position = new PVector(x, y);
    velocity = PVector.random2D();
    velocity.mult(3);
    radius = r_;
    m = radius*.1;
  }
  void update() {
    position.add(velocity);
  }
  void checkBoundaryCollision() {
    if (position.x > width-radius) {
      position.x = width-radius;
      velocity.x *= -1;
      triggerSample();
    } else if (position.x < radius) {
      position.x = radius;
      velocity.x *= -1;
    } else if (position.y > height-radius) {
      position.y = height-radius;
      velocity.y *= -1;
    } else if (position.y < radius) {
      position.y = radius;
      velocity.y *= -1;
    }
  }
  void checkCollision(Ball other) {
    PVector distanceVect = PVector.sub(other.position, position);
    float distanceVectMag = distanceVect.mag();
    float minDistance = radius + other.radius;
    if (distanceVectMag < minDistance) {
      float distanceCorrection = (minDistance-distanceVectMag)/2.0;
      PVector d = distanceVect.copy();
      PVector correctionVector = d.normalize().mult(distanceCorrection);
      other.position.add(correctionVector);
      position.sub(correctionVector);
      float theta  = distanceVect.heading();
      float sine = sin(theta);
      float cosine = cos(theta);
      PVector[] bTemp = {
        new PVector(), new PVector()
      };
      bTemp[1].x  = cosine * distanceVect.x + sine * distanceVect.y;
      bTemp[1].y  = cosine * distanceVect.y - sine * distanceVect.x;
      PVector[] vTemp = {
        new PVector(), new PVector()
      };
      vTemp[0].x  = cosine * velocity.x + sine * velocity.y;
      vTemp[0].y  = cosine * velocity.y - sine * velocity.x;
      vTemp[1].x  = cosine * other.velocity.x + sine * other.velocity.y;
      vTemp[1].y  = cosine * other.velocity.y - sine * other.velocity.x;
      PVector[] vFinal = {  
        new PVector(), new PVector()
      };
      vFinal[0].x = ((m - other.m) * vTemp[0].x + 2 * other.m * vTemp[1].x) / (m + other.m);
      vFinal[0].y = vTemp[0].y;
      vFinal[1].x = ((other.m - m) * vTemp[1].x + 2 * m * vTemp[0].x) / (m + other.m);
      vFinal[1].y = vTemp[1].y;
      bTemp[0].x += vFinal[0].x;
      bTemp[1].x += vFinal[1].x;
      PVector[] bFinal = { 
        new PVector(), new PVector()
      };
      bFinal[0].x = cosine * bTemp[0].x - sine * bTemp[0].y;
      bFinal[0].y = cosine * bTemp[0].y + sine * bTemp[0].x;
      bFinal[1].x = cosine * bTemp[1].x - sine * bTemp[1].y;
      bFinal[1].y = cosine * bTemp[1].y + sine * bTemp[1].x;
      other.position.x = position.x + bFinal[1].x;
      other.position.y = position.y + bFinal[1].y;
      position.add(bFinal[0]);
      velocity.x = cosine * vFinal[0].x - sine * vFinal[0].y;
      velocity.y = cosine * vFinal[0].y + sine * vFinal[0].x;
      other.velocity.x = cosine * vFinal[1].x - sine * vFinal[1].y;
      other.velocity.y = cosine * vFinal[1].y + sine * vFinal[1].x;
    }
  }
  void display() {
    noStroke();
    fill(204);
    ellipse(position.x, position.y, radius*2, radius*2);
  }
  void triggerSample(){
    sampler.rate.setLastValue(10 / radius);
    sampler.trigger();
  }
}
}
Answers
Question =?
Relevant line numbers?
@framos --
Here is a simple walkthrough of how to combine collision detection with sound playing:
Add an output and a sample to your sketch header:
Load the sample and patch it to your output in
setup():Trigger the sample in the
collision()method, inside theifstatement that fires when a collision happens:That's it! Now you have 12 voices worth of "boing" sounds when balls collide. For more, read the minim documentation on Sampler: http://code.compartmental.net/minim/sampler_class_sampler.html