2 summary:: Dynamic step noise
3 related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise1, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
4 categories:: UGens>Generators>Stochastic
9 Like link::Classes/LFNoise0::, it generates random values at a rate
10 given by the code::freq:: argument, with two 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.
24 If you don't need very high or very low freqs, or use fixed freqs,
25 link::Classes/LFNoise0:: 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 // LFNoise frequently seems stuck, LFDNoise changes smoothly.
47 { LFNoise0.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
49 { LFDNoise0.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
51 // silent for 2 secs before going up in freq
53 { LFNoise0.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
55 { LFDNoise0.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
58 // LFNoise quantizes time steps at high freqs, LFDNoise does not:
60 { LFNoise0.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
62 { LFDNoise0.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
64 { LFNoise2.ar(1000, 0.25) }.play;