Fractal Noise

SourcesfractalnoiseLight CPU

Octave-stacked noise — pink/brown textures, smoother than White Noise.

What it does

Octave-stacked (fractal) noise — pink/brown textures.

Wraps daisysp::FractalRandomGenerator<daisysp::ClockedNoise, octaves>. Each octave is a clocked-noise source one octave up, summed with gain decaying by Color, giving a 1/f-flavoured spectrum. Octaves is the compile-time order; no SetAmp so amplitude is a post-multiply VCA.

Parameters

  • Base Freq (Hz)

    freq
    Default 200Range 1 … 8000

    The clock rate of the lowest octave, in Hz — every other layer is stacked above it. It behaves like a coarse pitch or size control for the whole texture: low values give slow, rumbling, granular noise where the individual steps are audible, and high values push everything up into a continuous hiss. Per-sample, so sweeping it makes the whole texture rise and fall together.

  • Color

    color
    Default 0.5Range 0 … 1

    How fast the louder low octaves give way to the quieter high ones. Near 0 the upper layers are barely present and the result is dark and rumbling, in the brown-noise direction; near 1 they stay strong and the sound opens up towards pink and then white. This is the tone control for the tile, and the reason to reach for it instead of plain White Noise.

  • Octaves

    octaves
    Default 5Range 1 … 8

    How many layers are stacked, each an octave above the last. More octaves fill in the spectrum and make the noise smoother and denser; fewer leave it sparse and grainy, with the individual clocked layers easier to pick out. ⚠ Baked at build time — it is a C++ template parameter, so it is fixed when the firmware is built and cannot be changed while the patch runs. More octaves also cost more CPU.

  • Amplitude

    amplitude
    Default 1Range 0 … 1

    Output level, 0 to 1, applied as a multiply after the noise is generated. The raw output swings roughly plus or minus this value. Because it is a plain multiply rather than part of the generator, wiring an envelope into the Amp port turns the tile into a percussive noise source.

Stacks Octaves copies of clocked noise, each one octave above the Base Freq, with gain falling off by Color (0 = dark/brown, 1 = bright/pink). Octaves is baked at build time; Freq / Color / Amp are per-sample (modulatable). Output is roughly ±amp.

Ports

In

  • Freq freq
  • Color color
  • Amp amplitude

Out

  • Audio Out output

Audio Control

Inputs

Freq
Base (lowest) noise frequency in Hz.
Color
0 = dark/brown, 1 = bright/pink (high-octave gain).
Amp
Post-multiply amplitude (wire an envelope/LFO).

Outputs

Audio Out
Octave-summed noise, roughly ±amp.

Rules and gotchas

  • Octaves is baked at build time (template order).