15 return e.noise_baccum;
23 if (
random() > (0.3190 ** f)) e.noise_paccum = 0.34848 * (2 *
random() - 1);
24 if (
random() > (0.7756 ** f)) e.noise_paccum2 = 0.28768 * (2 *
random() - 1);
25 if (
random() > (0.9613 ** f)) e.noise_paccum3 = 0.43488 * (2 *
random() - 1);
26 return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
37 if (
random() > (p ** dt)) e.noise_bstate = !e.noise_bstate;
38 return 2 * e.noise_bstate - 1;
ERASEABLE float Noise_Brown(entity e, float dt)
ERASEABLE float Noise_Burst(entity e, float dt, float p)
+1 or -1
ERASEABLE float Noise_White(entity e, float dt)
classfield(Noise).float noise_baccum
ERASEABLE float Noise_Pink(entity e, float dt)