The Noise Sound has an InitialState parameter which is effectively its seed.
Two Noise Sounds with the same InitialState create exactly the same output. If I want all my random noise generators to be different from each other (even in multiple instances of an encapsulated Sound) then I'll want different random values in the InitialState field of every Noise Sound.
What's the best way of generating unique random seeds for every Noise Sound?
I thought it might be to put the following in the InitialState field:
Random new next
but that doesn't work. It seems to generate the same seed for each Noise Sound. Number nextUniqueNumber inverse didn't work either. And I can't use !Random in a compile-time field like InitialState.
Random newForKymaWithSeed: just defers the issue of creating a unique seed.