Here’s what the logic looked like prior to this bug:

I’ve updated the signal processing method to behave as you described:

For frequency, I realized I was modulating by a value of 1, meaning the value of x will always be between 0 and 1.

This worked (mathematically) but where it falls short is accuracy. Time in Unity is not inclusive to every possible moment of real time, making the incrementation (and thus calculation) inaccurate. It stutters and doesn’t increment as you would expect, so I had to change how x is calculated.
^ TLDR: the numbers were getting skipped because Time.time is not accurate.
Pulse has been updated to look like this, using delta time instead of application time:

I tested this with a light component, it can toggle the light on/off with every pulse.
This fixes pulse, I am going to continue on the others, even though I believe they’re working now. But I will continue to test.