> import Sound.SC3 {- hsc3 -} > import Sound.SC3.Common.Math.Noise {- hsc3 -} SC3 default values. > g_00 = fbSineC AR (sampleRate / 2) 1 0.1 1.1 0.5 0.1 0.1 * 0.2 FB generating noise > g_01 = fbSineC AR (sampleRate / 2) 1 4 1.1 0.5 0.1 0.1 * 0.2 Increase feedback > g_02 = > let fb = line KR 0.01 4 10 DoNothing > in fbSineC AR sampleRate 1 fb 1.1 0.5 0.1 0.1 * 0.2 Increase phase multiplier > g_03 = > let a = line KR 1 2 10 DoNothing > in fbSineC AR sampleRate 1 0 a 0.5 0.1 0.1 * 0.2 Randomly modulate parameters > g_04 = > let x = mouseX KR 1 12 Linear 0.1 > n e = lfNoise2 e KR x > n0 = n 'α' * 1e4 + 1e4 > n1 = n 'β' * 32 + 33 > n2 = n 'γ' * 0.5 > n3 = n 'δ' * 0.05 + 1.05 > n4 = n 'ε' * 0.3 + 0.3 > in fbSineC AR n0 n1 n2 n3 n4 0.1 0.1 * 0.2 Haskell implementation of equation. > fbSineC_hs im fb a c = map fst (iterate (fbSine_f im fb a c) (0.1,0.1)) import Sound.SC3.Plot {- hsc3-plot -} plotTable1 (take 600 (fbSineC_hs 1.0 4.0 1.1 0.5)) plot_ugen_nrt (600,1) 1.0 (fbSineC AR 600 1.0 4.0 1.1 0.5 0.1 0.1)