Like LFClipNoise, it generates the values -1 or +1 at a rate given by the freq
argument, with two differences:
If you don't need very high or very low freqs, or use fixed freqs, LFDClipNoise 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 the mouse quickly;
// LFNoise frequently seems stuck, LFDNoise changes smoothly.
{ LFClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
{ LFDClipNoise.ar(MouseX.kr(0.1, 1000, 1), 0.1) }.play
// silent for 2 secs before going up in freq
{ LFClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
{ LFDClipNoise.ar(XLine.kr(0.5, 10000, 3), 0.1) }.scope;
// LFNoise quantizes time steps at high freqs, LFDNoise does not:
{ LFClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;
{ LFDClipNoise.ar(XLine.kr(1000, 20000, 10), 0.1) }.scope;