69 lines
1.7 KiB
Text
69 lines
1.7 KiB
Text
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class:: LFDNoise3
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summary:: Dynamic cubic noise
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related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise1, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
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categories:: UGens>Generators>Stochastic
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Description::
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Similar to link::Classes/LFNoise2:: , it generates polynomially
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interpolated random values at a rate given by the
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code::freq:: argument, with 3 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/LFNoise0:: , link::Classes/LFNoise1:: and
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link::Classes/LFNoise2:: quantize to the nearest integer division
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of the samplerate, and they poll the code::freq::
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argument only when scheduled; thus they often seem to hang
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when freqs get very low.
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::
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## cubic instead of quadratic interpolation
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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/LFNoise2:: 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 mouse quickly:
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// LFNoise2 overshoots when going from high to low freqs, LFDNoise changes smoothly.
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{ SinOsc.ar(LFNoise2.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
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{ SinOsc.ar(LFDNoise3.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
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// LFNoise quantizes time steps at high freqs, LFDNoise does not:
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{ LFNoise2.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
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{ LFDNoise3.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
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// use as frequency control
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(
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{
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SinOsc.ar(
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LFDNoise3.ar(4, 400, 450),
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0, 0.2
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)
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}.play;
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)
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::
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