Noise

Thirteen streaming noise colors and textures with independent channel and instance state.

  • Source
  • Since 0.2.0
  • noise
  • white
  • pink
  • texture

Open in TuneToys

Noise as the Patch draws it, at default values: inlets on the left, outlets on the right.

A source of random-sounding signals: eight colors of noise and five sparse or chaotic textures. It has no audio input.

What it does#

Noise generates a stream and sends it to every output channel. Each channel and each nested instance has its own repeatable stream, so channels are decorrelated, and starting the Toy again repeats the same noise. The color types (White, Pink, Brown, Blue, Violet, Grey, Green, Black) differ in their spectrum; the texture types (Velvet, Dust, Shift register, Chaos, Fractal) are sparse impulses or unusual generators. Tone is a low-pass on the output.

When to use it#

Use it for wind, rain, hiss, snare noise, breath and as an excitation for filters. Run it through the Filter for pitched or swept sounds.

Ports#

PortDirectionSignalLanes
audioOutputAudioInferred from the cable

Parameters#

ParameterLabelRangeDefaultUnitScaleNotes
amplitudeLevel0 to 0.50.12linearlinearOutput level. Prepared per-mode gains balance continuous modes with headroom; sparse impulses retain their natural crest factor.
typeType0 to 120linearEight colors and five textures. Discrete selection with a prepared, bounded transition; no numeric morphing between types. Choices: 0 White, 1 Pink, 2 Brown, 3 Blue, 4 Violet, 5 Grey, 6 Green, 7 Black, 8 Velvet, 9 Dust, 10 Shift register, 11 Chaos, 12 Fractal.
toneTone200 to 2000020000HzlogOutput low-pass cutoff. The maximum setting is Open and bypasses the tone filter.
densityDensity0.1 to 12000120HzlogMean dust events per second. Event arrivals are independent, rather than periodic. Shown when type is 9.
clockClock20 to 200007000HzlogShift-register clock frequency. A fractional clock preserves the requested rate across sample rates. Shown when type is 10.
rateRate0.1 to 100030HzlogFundamental rate of six smooth random layers, each twice as fast and half as strong. Shown when type is 12.
seedSeed0 to 167772150linear0 preserves path-derived deterministic streams. A positive integer selects another repeatable stream; each channel and nested instance stays independent.
velvet_densityDensity1 to 200002000HzlogMean velvet impulses per second; one random signed impulse in each cell. Shown when type is 8.

Level (amplitude)#

Output level from 0 to 0.5. Per-mode gains balance the continuous colors; sparse impulses keep their natural peaks.

Type (type)#

Chooses one of the thirteen colors and textures. It is a discrete choice with a short, bounded transition between types.

Tone (tone)#

An output low-pass from 200 to 20000 Hz. At the maximum it is Open and bypassed.

Density (density)#

For Dust: the mean number of events per second. Arrivals are random, not periodic.

Density, velvet (velvet_density)#

For Velvet: the mean number of signed impulses per second, one random impulse per cell.

Clock (clock)#

For Shift register: the shift-register clock frequency, preserved across sample rates.

Rate (rate)#

For Fractal: the fundamental rate of six smooth random layers, each twice as fast and half as strong.

Seed (seed)#

0 keeps the path-derived deterministic streams. A positive integer selects another repeatable stream; channels and nested instances stay independent.

Tips#

  • Pink and Brown noise sound more natural than White for wind and rumble.
  • Sparse textures sound best through reverb or a resonant filter.
  • Because noise repeats on every start, use Seed to get a different take.

See also#

Filter, Low-pass filter, Reverb.

Help patches

Each help patch is an ordinary Toy that teaches one idea. The diagram shows the Patch; the preview shows its Frame. Open it in TuneToys to play and edit it.

1. Noise colors as a wind sound

beginner Teaches: amplitude, type, tone

Choose a noise color and soften it with the tone filter.

Patch: Noise audio output connected to Patch outputs audio input.
Connections as text
  • Noise audio output connected to Patch outputs audio input
  • White noise is bright. Pink and Brown roll off the highs for a wind or rumble feel.
Frame preview: Noise colors as a wind soundFrame “Noise colors as a wind sound” with 4 elements: knob Level, text heading, knob Tone, segmented Type.0.2 linearLevelNOISE COLORS AS A WIND SOUND2500 HzToneWhitePinkBrownBlueVioletGreyGreenBlackVelvetDustShift reg…ChaosType
Frame preview (static). Controls show their default values.

Open in TuneToys

2. Textures, density and seeds

advanced Teaches: density, velvet_density, clock, rate, seed

The sparse and chaotic noise textures and their controls.

Patch: Noise audio output connected to Patch outputs audio input.
Connections as text
  • Noise audio output connected to Patch outputs audio input
  • Each texture uses a different control: Dust uses Density, Velvet uses its own density, Shift register uses Clock, Fractal uses Rate.
  • Seed 0 keeps the default repeatable stream. Another value selects a different repeatable stream.
Frame preview: Textures, density and seedsFrame “Textures, density and seeds” with 7 elements: knob Clock, knob Density, text heading, knob Rate, knob Seed, segmented Type, knob Density.7000 HzClock40 HzDensityTEXTURES, DENSITY AND SEEDS30 HzRate0SeedVelvetDustShift reg…ChaosFractalType2000 HzDensity
Frame preview (static). Controls show their default values.

Open in TuneToys

  • Filter Low-pass, high-pass, band-pass, notch, all-pass or morphing filter with resonance, 12/24 dB slopes, curve editing and output RTA.
  • Low-pass filter A gentle one-pole filter for warmer edges.
  • Reverb An eight-line modulated feedback-delay network with room, hall and plate-like tunings.

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