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)
freqHow 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
amplitudeOutput 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.