Here's the latest version done in a different way. It has all the same looks, but it uses much less CPU. You know I have often said math uses too much CPU; though in the tense of for the GUI mind you. The last version used almost a percent of memory just in scaling, imagine what a bit of math does in audio lol. Speaking of which, I used a method which takes a percentile. I can convert the multiplication so that it is inside purgable modules, so that the sample and hold retains the value. Might as well for the sake of optimization.
Uses 8 kb and 0.01 CPU:
BTW, in relation I found a way to make images that have on interlacing or blurriness, but they use a lot more memory than just plain images.
I was trying the method out while working on the parametric fork of freq. I suppose if You used it in a lesser way, maybe it would be efficient enough. I was even able to set it up so that it changes dynamically and seamlessly converts to an image after changes.
It saves and then automatically switches to the image version and turns off code. All in the name of optimization, but it was fruitless, it was throwing off My CPU use by 0.2% when images or shape primitives wouldn't even register.