---
title: "init(frequency:octaveCount:lacunarity:seed:)"
framework: gameplaykit
role: symbol
role_heading: Initializer
path: "gameplaykit/gkridgednoisesource/init(frequency:octavecount:lacunarity:seed:)"
---

# init(frequency:octaveCount:lacunarity:seed:)

Initializes a ridged noise source with the specified parameters.

## Declaration

```swift
init(frequency: Double, octaveCount: Int, lacunarity: Double, seed: Int32)
```

## Parameters

- `frequency`: The initial value for the frequency property, which determines the number and size of visible features in any given unit area of generated noise.
- `octaveCount`: The initial value for the doc://com.apple.gameplaykit/documentation/GameplayKit/GKCoherentNoiseSource/octaveCount property, which determines the complexity of generated noise.
- `lacunarity`: The initial value for the doc://com.apple.gameplaykit/documentation/GameplayKit/GKCoherentNoiseSource/lacunarity property, which determines the increase in frequency between octaves and thus the gradation between coarseness and uniformity in generated noise.
- `seed`: The initial value for the doc://com.apple.gameplaykit/documentation/GameplayKit/GKCoherentNoiseSource/seed property, which determines the overall structure of generated noise.

## Return Value

Return Value A new noise source.

## Discussion

Discussion To make use of this noise source, create a GKNoise object from it (and optionally apply operations to that noise object or combine it with other noise objects). Then create a GKNoiseMap object from your noise object, generating a concrete field of values that you can sample from directly or visualize using the SKTexture or SKTileMap class.
