5 class(Noise) .float noise_baccum;
6 class(Noise) .float noise_paccum;
7 class(Noise) .float noise_paccum2;
8 class(Noise) .float noise_paccum3;
9 class(Noise) .float noise_bstate;
11 float Noise_Brown(entity e, float dt)
13 e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
14 return e.noise_baccum;
16 float Noise_Pink(entity e, float dt)
20 // http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
21 if(random() > pow(0.3190, f))
22 e.noise_paccum = 0.34848 * (2 * random() - 1);
23 if(random() > pow(0.7756, f))
24 e.noise_paccum2 = 0.28768 * (2 * random() - 1);
25 if(random() > pow(0.9613, f))
26 e.noise_paccum3 = 0.43488 * (2 * random() - 1);
27 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
29 float Noise_White(entity e, float dt)
31 return random() * 2 - 1;
33 float Noise_Burst(entity e, float dt, float p)
35 if(random() > pow(p, dt))
36 e.noise_bstate = !e.noise_bstate;
37 return 2 * e.noise_bstate - 1;