2 summary:: Dynamic clipped noise
3 related:: Classes/LFClipNoise, Classes/LFDNoise0, Classes/LFDNoise1, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
4 categories:: UGens>Generators>Stochastic
9 Like link::Classes/LFClipNoise::, it generates the values -1 or +1 at a rate given
10 by the code::freq:: argument, with two differences:
12 ## no time quantization
13 ## fast recovery from low freq values footnote::
14 link::Classes/LFClipNoise:: , as well as link::Classes/LFNoise0:: ,
15 link::Classes/LFNoise1:: and link::Classes/LFNoise2:: quantize to the
16 nearest integer division of the samplerate, and they poll the
17 code::freq:: argument only when scheduled; thus they often
18 seem to hang when freqs get very low.
22 If you don't need very high or very low freqs, or use fixed freqs,
23 link::Classes/LFDClipNoise:: is more efficient.
31 Approximate rate at which to generate random values.
34 Output will be multiplied by this value.
37 This value will be added to the output.
42 // try wiggling the mouse quickly;
43 // LFNoise frequently seems stuck, LFDNoise changes smoothly.
45 { LFClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
47 { LFDClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
49 // silent for 2 secs before going up in freq
51 { LFClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
53 { LFDClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
56 // LFNoise quantizes time steps at high freqs, LFDNoise does not:
58 { LFClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
60 { LFDClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;