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This kind of noise consists of a certain number of random values per second. This number is the density. In this example there are increasingly more random values per second.The algorithm for this noise was created two years ago by myself in C++, as an immitation of noise generators in SuperCollider 2. The Frequency sweep algorithm didn't actually succeed that well.
Type
Mp3 (.mp3)
Duration
0:30.054
File size
941.7 KB
Sample rate
44100.0 Hz
Bitrate
256 kbps
Channels
Stereo
17 years, 9 months ago
Is the density sweep from 0 to 5000 linear? (I assume it is)
I would be interested in hearing a verison that was a logarithmic sweep from say 1 to 5000. (since you couldn't start at zero).