Similar to LFNoise2 , it generates polynomially interpolated random values at a rate given by the freq
argument, with 3 differences:
If you don't need very high or very low freqs, or use fixed freqs, LFNoise2 is more efficient.
freq |
Approximate rate at which to generate random values. |
mul |
Output will be multiplied by this value. |
add |
This value will be added to the output. |
// try wiggling mouse quickly:
// LFNoise2 overshoots when going from high to low freqs, LFDNoise changes smoothly.
{ SinOsc.ar(LFNoise2.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
{ SinOsc.ar(LFDNoise3.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
// LFNoise quantizes time steps at high freqs, LFDNoise does not:
{ LFNoise2.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
{ LFDNoise3.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
// use as frequency control
(
{
SinOsc.ar(
LFDNoise3.ar(4, 400, 450),
0, 0.2
)
}.play;
)