> import Sound.SC3 {- hsc3 -} > import qualified Sound.SC3.UGen.Bindings.DB.External as X {- hsc3 -} > import qualified Sound.SC3.UGen.Bindings.DB.RDU as RDU {- sc3-rdu -} distortion creeps in under 200Hz > g_01 = X.dpw3Tri AR (xLine KR 2000 20 10 DoNothing) * 0.1 very fast sweeps can have transient distortion effects > g_02 = X.dpw3Tri AR (mouseX KR 200 12000 Exponential 0.2) * 0.2 compare > g_03 = lfTri AR (mouseX KR 200 12000 Exponential 0.2) 0 * 0.1 less efficient than LFTri > g_04 = let f = RDU.randN 50 'α' 50 5000 > in splay (X.dpw3Tri AR f) 1 0.1 0 True > g_05 = let f = RDU.randN 50 'α' 50 5000 > in splay (lfTri AR f 0) 1 0.1 0 True triangle is integration of square wave > g_06 = let f = mouseX KR 440 8800 Exponential 0.2 > o = pulse AR f 0.5 > in integrator o 0.99 * 0.05 differentiation of triangle is square > g_07 = let f = mouseX KR 440 8800 Exponential 0.2 > o = X.dpw3Tri AR f > in hpz1 (o * 2) * 0.25 compare > g_08 = let f = mouseX KR 440 8800 Exponential 0.2 > in pulse AR f 0.5 * 0.1