class:: LFDNoise1 summary:: Dynamic ramp noise related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2 categories:: UGens>Generators>Stochastic Description:: Like link::Classes/LFNoise1:: , it generates linearly interpolated random values at a rate given by the code::freq:: argument, with two differences: list:: ## no time quantization ## fast recovery from low freq values footnote:: link::Classes/LFNoise0:: , link::Classes/LFNoise1:: and link::Classes/LFNoise2:: quantize to the nearest integer division of the samplerate, and they poll the code::freq:: argument only when scheduled; thus they often seem to hang when freqs get very low. :: :: If you don't need very high or very low freqs, or use fixed freqs, link::Classes/LFNoise1:: is more efficient. classmethods:: method::ar, kr argument::freq Approximate rate at which to generate random values. argument::mul Output will be multiplied by this value. argument::add This value will be added to the output. Examples:: code:: // try wiggling mouse quickly; // LFNoise frequently seems stuck, LFDNoise changes smoothly. { SinOsc.ar(LFNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play { SinOsc.ar(LFDNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play // LFNoise quantizes time steps at high freqs, LFDNoise does not: { LFNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope; { LFDNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope; ::