Clocked Noise

SourcesclockednoiseLight CPU

Sample-and-held noise at a target rate — stepped, rhythmic textures.

What it does

Noise re-sampled at a chosen rate — stepped textures.

Wraps daisysp::ClockedNoise — a sample-and-hold running over a white-noise source at the target frequency. As Freq drops below audio rate the steps become audible as rhythm/pitch. No SetAmp, so amplitude is a post-multiply VCA.

Parameters

  • Freq (Hz)

    freq
    Default 1000Range 1 … 16000

    How many new random values are produced per second — the tile is a sample-and-hold running on white noise, and this is its clock. High up the range the steps are too fast to hear individually and it sounds like bright, slightly gritty noise; bringing it down makes the steps audible as rhythm, and lower still it becomes a rough pitched buzz. Per-sample, so clocking it from a Metro or an LFO gives tempo-locked texture.

  • Amplitude

    amplitude
    Default 1Range 0 … 1

    Output level, 0 to 1, applied as a multiply after the noise is generated, so the output swings roughly plus or minus this value. It is a plain gain rather than part of the generator, which means wiring an envelope into the Amp port is what turns this into a hi-hat or a percussive burst rather than a continuous texture.

A new random value is generated Freq times per second (sample & hold on white noise). High Freq ≈ bright noise; low Freq gives stepped, rhythmic grit. Freq / Amp are per-sample (modulatable) — clock Freq from a Metro or LFO for tempo-locked texture. Output is roughly ±amp.

Ports

In

  • Freq freq
  • Amp amplitude

Out

  • Audio Out output

Audio Control

Inputs

Freq
How often a new random value is latched (Hz).
Amp
Post-multiply amplitude (wire an envelope/LFO).

Outputs

Audio Out
Stepped noise, roughly ±amp.