Hi Ben,

a slightly different method than George' solution would be the following:

You connect the Random patch to the value input of the Sample and Hold patch. 
You connect you LFO to a Pulse patch and result of that pulse patch to the 
"Sampling" input to the Sampler. The output of the Sampler goes to your sprite 
width. The pulse patch generates a "1" for exactly one frame and would trigger 
the Sample and Hold patch just once. find a sample composition attached.

Is this what you are looking for?
 
best,

Achim Breidenbach
Boinx Software

Attachment: random width.qtz
Description: application/quartzcomposer


On 22.10.2011, at 18:50, George Toledo wrote:

> 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?
>> 
>> 
>> Thanks _______________________________________________
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