Andrew Faraday wrote:
To be honest an oscillator in that setting might do the job just as well, just so long as the figure isn't requested with the same regularity as the oscillation.
Yes, it's a subjective thing. The attached patch makes a sequence of 1s and 0s. You need to pack them into 16s to get the usual 0-65535 range. The output will be more random than the input [noise~], but it probably sounds exactly the same if you play it back at the audio rate.
Martin
Date: Sun, 5 Jul 2009 12:44:05 -0400 From: martin.peach@sympatico.ca To: cemthemuteguney@yahoo.com CC: pd-list@iem.at Subject: Re: [PD] help_random/seed
cem guney wrote:
hi,
thanks much for your response!
also in regards to your explanation,
"It would be nice if the random source could be independently
specified
for all the pd objects that use random numbers, since the count of unreachable combinations when using the standard deterministic chaos generators is infinite"
any application examples as to why it would be nice if the random
source
could be independently specified?
Well I think it's mainly a philosophical thing about the meaning of 'random', but probably there are sequence generators for music that sound different with 'truly' random vs pseudo-random numbers. Sometimes you may want a repeating chaotic sequence, sometimes a completely random one.
For cryptography, as in a one-time pad, pseudo-random is relatively easy to crack. There are at most 65536 different sequences with typical pseudo-random generators, but that's not any inherent limitation of pseudo-random, just the particular implementation that's often used.
Also with games like rolling dice or shuffling cards, you probably want it to be completely unpredictable, or regular players will begin to recognize patterns.
Pseudo-random white noise playing at audio rate will actually be a repeating waveform several minutes or hours long. It's up to you if that matters or not.
Martin
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#N canvas 511 273 694 304 10; #X obj 170 151 osc~; #X obj 168 80 noise~; #X obj 169 128 *~ 100000; #X obj 169 106 +~ 2; #X obj 171 211 snapshot~; #X obj 171 252 nbx 5 14 -1e+037 1e+037 0 0 empty empty empty 0 -8 0 10 -262144 -1 -1 0 256; #X obj 171 231 > 0; #X obj 19 42 metro 0.02; #X obj 19 20 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 1 ; #X obj 19 -1 loadbang; #X text 215 79 start with pseudorandom noise on [-1...1]; #X text 207 104 make it on [1...2]; #X text 233 126 make it on [100000...200000]; #X text 203 151 the high frequency jittery oscillator; #X text 91 42 the low frequency sampling oscillator; #X text 229 250 a more random sequence of 0s and 1s; #X text 234 0 A "pseudo-hardware" random generator; #X connect 0 0 4 0; #X connect 1 0 3 0; #X connect 2 0 0 0; #X connect 3 0 2 0; #X connect 4 0 6 0; #X connect 6 0 5 0; #X connect 7 0 4 0; #X connect 8 0 7 0; #X connect 9 0 8 0;