2 summary:: Dynamic cubic noise
3 related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise1, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
4 categories:: UGens>Generators>Stochastic
9 Similar to link::Classes/LFNoise2:: , it generates polynomially
10 interpolated random values at a rate given by the
11 code::freq:: argument, with 3 differences:
13 ## no time quantization
14 ## fast recovery from low freq values footnote::
15 link::Classes/LFNoise0:: , link::Classes/LFNoise1:: and
16 link::Classes/LFNoise2:: quantize to the nearest integer division
17 of the samplerate, and they poll the code::freq::
18 argument only when scheduled; thus they often seem to hang
19 when freqs get very low.
21 ## cubic instead of quadratic interpolation
24 If you don't need very high or very low freqs, or use fixed freqs,
25 link::Classes/LFNoise2:: is more efficient.
33 Approximate rate at which to generate random values.
36 Output will be multiplied by this value.
39 This value will be added to the output.
44 // try wiggling mouse quickly:
45 // LFNoise2 overshoots when going from high to low freqs, LFDNoise changes smoothly.
47 { SinOsc.ar(LFNoise2.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
49 { SinOsc.ar(LFDNoise3.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
52 // LFNoise quantizes time steps at high freqs, LFDNoise does not:
54 { LFNoise2.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
56 { LFDNoise3.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
58 // use as frequency control
62 LFDNoise3.ar(4, 400, 450),