sin(i*c) //Pure sin(i*c)+1/3*sin(i*c*3)//Odd sin(i*c)+1/3*sin(i*c*3)+1/5*sin(i*c*5)//More Odd sin(i*c)+1/2*sin(i*c*2)+1/4*sin(i*c*4)+1/6*sin(i*c*6)// Even sin(c*cnt-hz*cnt * (i-cnt))//SPRINKLER sin(((c-cnt)*cross)*(i/cross))//Gulpy sin(i*(c+(1/(2))*sin(i*c)))//TV Static sin(i*(c+(1/(hz*hz*sin(cross/hz)))*sin(i*c)))//BRASS sin(i*(c+.0002*sin(i**.9*c/2))) //DRUQS sin(i*(c+cross*.00000001*sin(i*c/17))) //Plume sin(i*c)/(sin((i*c)**(1/2))) //Roll Dice sin(i*c)/(sin((i*c)**(cross/(cross+1000)))) //FM Cry sin(i*c)/(sin((i*c)**(1/4)*cross)) //PEWW
notes:
hz = 440
sr = 44100
c = hz * 2 * pi / sr