1 // noises "usually" start in the range -1..1
3 class(Noise) .float noise_baccum;
4 class(Noise) .float noise_paccum;
5 class(Noise) .float noise_paccum2;
6 class(Noise) .float noise_paccum3;
7 class(Noise) .float noise_bstate;
9 float Noise_Brown(entity e, float dt)
11 e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
12 return e.noise_baccum;
14 float Noise_Pink(entity e, float dt)
18 // http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
19 if(random() > pow(0.3190, f))
20 e.noise_paccum = 0.34848 * (2 * random() - 1);
21 if(random() > pow(0.7756, f))
22 e.noise_paccum2 = 0.28768 * (2 * random() - 1);
23 if(random() > pow(0.9613, f))
24 e.noise_paccum3 = 0.43488 * (2 * random() - 1);
25 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
27 float Noise_White(entity e, float dt)
29 return random() * 2 - 1;
32 float Noise_Burst(entity e, float dt, float p)
34 if(random() > pow(p, dt))
35 e.noise_bstate = !e.noise_bstate;
36 return 2 * e.noise_bstate - 1;