> import Sound.SC3 {- hsc3 -} trigger noise burst > g_01 = > let n = brownNoise 'α' AR * 0.1 > x = mouseX KR 1 2 Linear 0.1 > o = sinOsc KR x 0 * 0.2 > in inRange o (-0.15) 0.15 * n i-rate... > g_02 = sinOsc AR 440 0 * inRange (rand 'α' 0 1) 0.5 1.0 * 0.1