Noise
Thirteen streaming noise colors and textures with independent channel and instance state.
- Source
- Since 0.2.0
- noise
- white
- pink
- texture
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#
| Port | Direction | Signal | Lanes |
|---|---|---|---|
audio | Output | Audio | Inferred from the cable |
Parameters#
| Parameter | Label | Range | Default | Unit | Scale | Notes |
|---|---|---|---|---|---|---|
amplitude | Level | 0 to 0.5 | 0.12 | linear | linear | Output level. Prepared per-mode gains balance continuous modes with headroom; sparse impulses retain their natural crest factor. |
type | Type | 0 to 12 | 0 | linear | Eight 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. | |
tone | Tone | 200 to 20000 | 20000 | Hz | log | Output low-pass cutoff. The maximum setting is Open and bypasses the tone filter. |
density | Density | 0.1 to 12000 | 120 | Hz | log | Mean dust events per second. Event arrivals are independent, rather than periodic. Shown when type is 9. |
clock | Clock | 20 to 20000 | 7000 | Hz | log | Shift-register clock frequency. A fractional clock preserves the requested rate across sample rates. Shown when type is 10. |
rate | Rate | 0.1 to 1000 | 30 | Hz | log | Fundamental rate of six smooth random layers, each twice as fast and half as strong. Shown when type is 12. |
seed | Seed | 0 to 16777215 | 0 | linear | 0 preserves path-derived deterministic streams. A positive integer selects another repeatable stream; each channel and nested instance stays independent. | |
velvet_density | Density | 1 to 20000 | 2000 | Hz | log | Mean 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.
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.
2. Textures, density and seeds
advanced Teaches: density, velvet_density, clock, rate, seed
The sparse and chaotic noise textures and their controls.
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.
Related nodes
- 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.