Trigger sound when data == x

Thanks for your quick answer!
I have changed the program as you said but now, I still receive my 5 datas but only one v0 (the first) is mapped!

This value, v0 trig a sound but sometimes it doesn’t.
Actually I send position of a motor which go from 0 to 2774.
Then I map it in Processing from 0 to 36 (as 0 to 360°).
Each time my motor make a round, I want Processing trig a sound.
Maybe, sometimes v0 is not between (v0>=36|| v0<=0) ???
So what to do?

I have always my problem disabling my serial but I’ll see it later.

/**
  * 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 "http://www.mysite.com/mp3/song.mp3") 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 http://code.compartmental.net/minim/
  */
import processing.serial.*;  // import data from Arduino  
Serial myPort; // The serial port

int v0 = 0;
int v1 = 0;
int v2 = 0;
int v3 = 0;
int v4 = 0;



int x;
import ddf.minim.*;

Minim minim;
AudioSample kick;
AudioSample snare;

void setup()
{
  background (255);
   size(1000,800);
  
  printArray(Serial.list());
  myPort = new Serial(this, Serial.list()[4], 115200);
 
  // Read bytes into a buffer until you get a linefeed (ASCII 10):
  myPort.bufferUntil('\n');
  
  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. k
  // 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()
{
  background(0);
  stroke(255);
  
  // 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);
  }
   // Draw circles
  fill(25);
  ellipse(x, v0+250, 5, 5);
  fill(50);
  ellipse(x, v1+350, 5, 5);
    fill(75);
  ellipse(x, v2+450, 5, 5);
  fill(100);
  ellipse(x, v3+550, 5, 5);
 fill (125);
  ellipse(x, v4+650, 5, 5);
 
  // Update x position
  x++;
 
  // Refresh screen
  if (x > width) {
    background(255);
    x = 0;
  }
  
  
}

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

// serialEvent  method is run automatically by the Processing applet
// whenever the buffer reaches the byte value set in the bufferUntil()
// method in the setup():
void serialEvent(Serial myPort) {
 
  // read the serial buffer:
  String myString = myPort.readStringUntil('\n');
 
  // if you got any bytes other than the linefeed:
  myString = trim(myString);
  println(myString);
 
  // split the string at the commas
  // and convert the sections into integers:
  int values[] = int(split(myString, ','));
 
  if (values.length > 0) {
    // CARFUL when problem disabling serial port, stop, unplugge, play again
    
 v0 = (int)map(values[0], 0, 2774, 0, 36);
 v1 = (int)map(values[1], 0, 2774, 0, 36);
 v2 = (int)map(values[2], 0, 2774, 0, 36);
 v3 = (int)map(values[3], 0, 2774, 0, 36); 
 v4 = (int)map(values[4], 0, 2774, 0, 36);
    
   println (v0); println (v1); println (v2); println (v3);
  
   if (v0>=36|| v0<=0) snare.trigger();
 //  if (int (v1)==0) snare.trigger();
   
} 
  
}

I send this from Arduino

    for(uint8_t i = 0; i < NBMOTEURS; i++) { 
      Serial.print(position[i]); 
      Serial.print(", "); 
       
    } //Serial.println(""); 

  //  */
   Serial.println(); 
 
  }