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Apparently the signal generator is capable of some passable pseudorandomness but it's a very tricky gadget to figure out. There might be something in the sound tools that can be exploited as they include randomness settings.
Off the top of my head you could always have a bunch of random 0 to 9s and divide each by a progressively greater power of 0.1, then sum them.
In LBP I believe all seeding was based on time since the level was started.