Glad it's helpful
I'm working on another lofi project. This one was inspired by the not-yet-released Sonic Potions Malaclypse
. I used Perlin noise extensively in my game development career for terrain, vegetation distribution and particle systems but had never thought to apply it to audio, so that one got my attention.
As it turns out, rather than actually using Perlin noise, the experiment morphed into table noise that mutates over time, more like an audio rate Turing Machine module. With a zero rate of change it's a pitched oscillator with a randomized wavetable, and at maximum change it produces white noise -- so of course the fun stuff lies in between. It sounds a little bit TIA/POKEY-ish.
I plan to play with some other change algorithms besides pure randomness (maybe Perlin noise will sneak back in that way, maybe not), then I'll release it as open source too.