float f;
f = dt * 60;
// http://home.earthlink.net/~ltrammell/tech/pinkalg.htm
- if (random() > EXP(0.3190, f)) e.noise_paccum = 0.34848 * (2 * random() - 1);
- if (random() > EXP(0.7756, f)) e.noise_paccum2 = 0.28768 * (2 * random() - 1);
- if (random() > EXP(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;
}
ERASEABLE
ERASEABLE
float Noise_Burst(entity e, float dt, float p)
{
- if (random() > EXP(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;
}