text: /**
   *  @name soundFormats
   *  @description <p>Technically, due to patent issues, there is no single
   *  sound format that is supported by all web browsers. While
   *  <a href="http://caniuse.com/#feat=mp3">mp3 is supported</a> across the
   *  latest versions of major browsers on OS X and Windows, for example,
   *  it may not be available on some less mainstream operating systems and
   *  browsers.</p>
   *
   *  <p>To ensure full compatibility, you can include the same sound file
   *  in multiple formats, e.g. 'sound.mp3' and 'sound.ogg'. (Ogg is an
   *  open source alternative to mp3.) You can convert audio files
   *  into web friendly formats for free online at <a href="
   *  http://media.io/">media.io</a></p>.
   *
   *  <p>The soundFormats() method tells loadSound which formats
   *  we have included with our sketch. Then, loadSound will
   *  attempt to load the first format that is supported by the
   *  client's web browser.</p>
   *
   * <p><em><span class="small"> To run this example locally, you will need the
   * <a href="http://p5js.org/reference/#/libraries/p5.sound">p5.sound library</a>
   * a sound file, and a running <a href="https://github.com/processing/p5.js/wiki/Local-server">local server</a>.</span></em></p>
   */
  var song;
  
  function preload() {
    // we have included both an .ogg file and an .mp3 file
    soundFormats('ogg', 'mp3');
  
    // if mp3 is not supported by this browser,
    // loadSound will load the ogg file
    // we have included with our sketch
    song = loadSound('assets/lucky_dragons_-_power_melody.mp3');
  }
  
  function setup() {
    createCanvas(710, 200);
  
    // song loaded during preload(), ready to play in setup()
    song.play();
    background(0,255,0);
  }
  
  function mousePressed() {
    if ( song.isPlaying() ) { // .isPlaying() returns a boolean
      song.pause();
      background(255,0,0);
    } else {
      song.play(); // playback will resume from the pause position
      background(0,255,0);
    }
  }
  