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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;
)
::