>From the scenario you describe, it sounds like the easiest solution would be 
>to connect the output of the random patch to the input of a sample and hold 
>patch. The lfo, set to square wave, could have it's result connected to the 
>input on the sample and hold patch that controls whether or not it's currently 
>sampling. You may need to adjust the offset value on the lfo, I can't 
>remember. That sample and hold result value would then be connected to the 
>sprite.

You can also use multiplexers to divert the input that's currently chosen. So, 
you could also create a number multiplexer, and toggle between a default value 
and a value created by a random patch, by manipulating the index value.



On Oct 22, 2011, at 11:11 AM, Ben <[email protected]> wrote:

> 
> 
> Lets say I have an LFO which oscillates between 0 and 1.   When the LFO 
> reaches 1, I want to trigger a Random number which controls the width of a 
> sprite.
> Using a Conditional I can effectively say "if firstValue isEqual to 1" which 
> is great, but the result is a boolean, how do I use a boolean to generate a 
> random number(sprite width).
> 
> There is no boolean input on a Random patch. So how do I use a boolean to 
> trigger a random number?
> 
> 
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