/usr/share/SuperCollider/HelpSource/Classes/LFDNoise3.schelp is in supercollider-common 1:3.8.0~repack-2.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 | class:: LFDNoise3
summary:: Dynamic cubic noise
related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise1, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
categories:: UGens>Generators>Stochastic
Description::
Similar to link::Classes/LFNoise2:: , it generates polynomially
interpolated random values at a rate given by the
code::freq:: argument, with 3 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.
::
## cubic instead of quadratic interpolation
::
If you don't need very high or very low freqs, or use fixed freqs,
link::Classes/LFNoise2:: 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:
// 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;
)
::
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