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

Creates a billow noise source with the specified parameters.

```
init(frequency: Double, octaveCount: Int, persistence: Double, 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 [`octaveCount`](/documentation/GameplayKit/GKCoherentNoiseSource/octaveCount) property, which determines the complexity of generated noise.

`persistence`

The initial value for the [`persistence`](/documentation/GameplayKit/GKBillowNoiseSource/persistence) property, which determines the decrease in amplitude between octaves and thus the roughness of generated noise.

`lacunarity`

The initial value for the [`lacunarity`](/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 [`seed`](/documentation/GameplayKit/GKCoherentNoiseSource/seed) property, which determines the overall structure of generated noise.

## Return Value

A new noise source.

## Discussion

To make use of this noise source, create a [`GKNoise`](/documentation/GameplayKit/GKNoise) object from it (and optionally apply operations to that noise object or combine it with other noise objects). Then create a [`GKNoiseMap`](/documentation/GameplayKit/GKNoiseMap) object from your noise object, generating a concrete field of values that you can sample from directly or visualize using the <doc://com.apple.documentation/documentation/SpriteKit/SKTexture> or `SKTileMap` class.

---

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