Abigail Adegbiji • November 9, 2025

Lately I’ve been building a voxel game engine, which requires procedurally generated terrain. A nice approach is to break up the terrain into chunks and then sample a noise function to get the height values of the top layer voxels. This has led me to be curious about how different functions work, as well as how they sound like.

White noise

White noise is the simplest type of noise; it’s quite literally just a sequence of random values. A basic implementation might look like this:

float white()
{
static std::random_device rd;
static std::mt19937 gen(rd());
static std::uniform_real_distribution<float> dist(0.0f, 1.0f);
return dist(gen);
}

To actually hear the noise, the samples need to be written to an au…

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