#N canvas 465 40 563 601 10;
#X declare -stdpath ./;
#X obj 6 572 cnv 15 552 21 empty empty empty 20 12 0 14 #e0e0e0 #202020 0;
#X obj 6 460 cnv 3 550 3 empty empty inlets 8 12 0 13 #dcdcdc #000000 0;
#X obj 6 500 cnv 3 550 3 empty empty outlets 8 12 0 13 #dcdcdc #000000 0;
#X obj 6 537 cnv 3 550 3 empty empty arguments 8 12 0 13 #dcdcdc #000000 0;
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#X floatatom 121 188 9 0 0 0 - - - 0;
#X text 177 511 signal;
#X text 165 546 1) float;
#X obj 124 164 hsl 128 15 41.1 44100 1 0 empty empty empty -2 -8 0 10 #dcdcdc #000000 #000000 0 1;
#X text 233 511 - interpolated random noise signal;
#N canvas 799 179 409 317 random 0;
#X obj 137 140 expr~ $v1 * 300 + 800;
#X text 26 20 you can use [rand~] at a low frequency to generate random ramps up and down to control several parameters. Below \, it generates random glissandi.;
#X obj 137 180 osc~;
#X obj 137 104 cyclone/rand~ 1;
#X obj 137 225 output~;
#X connect 0 0 2 0;
#X connect 2 0 4 0;
#X connect 3 0 0 0;
#X restore 360 341 pd random control;
#X text 142 471 float/signal;
#X obj 121 211 cyclone/rand~ 441;
#X text 233 471 - sets frequency;
#X text 75 102 [rand~] generates random values between -1 and 1 at a given frequency \, interpolating linearly between the generated values. The resulting sound is a bandlimited noise.;
#X text 233 546 - sets initial frequency (default 0);
#X obj 499 69 cyclone/dsponoff~;
#X obj 121 323 output~;
#X obj 3 4 ./header rand~;
#X text 21 64 Interpolated bandlimited noise;
#X obj 384 174 declare -stdpath ./;
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#N canvas 0 50 450 250 (subpatch) 0;
#X array \$0-rand 4410 float 0;
#X coords 0 1 4409 -1 200 100 1 0 0;
#X restore 301 212 graph;
#X obj 144 265 metro 100;
#X obj 144 242 loadbang;
#X obj 134 289 tabwrite~ \$0-rand;
#X text 83 414 see also:;
#X obj 387 427 open-else;
#X text 454 397 click;
#X msg 387 398 rampnoise~;
#X text 159 405 Plugdata users or those with ELSE can also use [else/rampnoise~] as an alternative., f 33;
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