// noises "usually" start in the range -1..1
entityclass(Noise);
-class(Noise) .float noise_baccum;
-class(Noise) .float noise_paccum;
-class(Noise) .float noise_paccum2;
-class(Noise) .float noise_paccum3;
-class(Noise) .float noise_bstate;
+class(Noise).float noise_baccum;
+class(Noise).float noise_paccum;
+class(Noise).float noise_paccum2;
+class(Noise).float noise_paccum3;
+class(Noise).float noise_bstate;
float Noise_Brown(entity e, float dt)
{
- e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
+ e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
return e.noise_baccum;
}
float Noise_Pink(entity e, float dt)
float f;
f = dt * 60;
// http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
- if(random() > pow(0.3190, f))
- e.noise_paccum = 0.34848 * (2 * random() - 1);
- if(random() > pow(0.7756, f))
- e.noise_paccum2 = 0.28768 * (2 * random() - 1);
- if(random() > pow(0.9613, f))
- e.noise_paccum3 = 0.43488 * (2 * random() - 1);
+ if (random() > pow(0.3190, f)) e.noise_paccum = 0.34848 * (2 * random() - 1);
+ if (random() > pow(0.7756, f)) e.noise_paccum2 = 0.28768 * (2 * random() - 1);
+ if (random() > pow(0.9613, f)) e.noise_paccum3 = 0.43488 * (2 * random() - 1);
return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
}
float Noise_White(entity e, float dt)
/** +1 or -1 */
float Noise_Burst(entity e, float dt, float p)
{
- if(random() > pow(p, dt))
- e.noise_bstate = !e.noise_bstate;
+ if (random() > pow(p, dt)) e.noise_bstate = !e.noise_bstate;
return 2 * e.noise_bstate - 1;
}