63 lines
1.7 KiB
Text
63 lines
1.7 KiB
Text
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class:: LFDClipNoise
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summary:: Dynamic clipped noise
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related:: Classes/LFClipNoise, Classes/LFDNoise0, Classes/LFDNoise1, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
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categories:: UGens>Generators>Stochastic
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Description::
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Like link::Classes/LFClipNoise::, it generates the values -1 or +1 at a rate given
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by the code::freq:: argument, with two differences:
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list::
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## no time quantization
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## fast recovery from low freq values footnote::
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link::Classes/LFClipNoise:: , as well as link::Classes/LFNoise0:: ,
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link::Classes/LFNoise1:: and link::Classes/LFNoise2:: quantize to the
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nearest integer division of the samplerate, and they poll the
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code::freq:: argument only when scheduled; thus they often
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seem to hang when freqs get very low.
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::
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::
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If you don't need very high or very low freqs, or use fixed freqs,
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link::Classes/LFDClipNoise:: is more efficient.
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classmethods::
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method::ar, kr
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argument::freq
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Approximate rate at which to generate random values.
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argument::mul
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Output will be multiplied by this value.
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argument::add
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This value will be added to the output.
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Examples::
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code::
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// try wiggling the mouse quickly;
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// LFNoise frequently seems stuck, LFDNoise changes smoothly.
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{ LFClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
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{ LFDClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
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// silent for 2 secs before going up in freq
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{ LFClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
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{ LFDClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
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// LFNoise quantizes time steps at high freqs, LFDNoise does not:
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{ LFClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
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{ LFDClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
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::
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