make a new node of type node. (read some tutorials if you dont know how to make a node, its the critical part of godot)
on that node, attach a script by right cliking the node within the node tree and clicking attach script.
within that script, you write exactly what he wrote in the 'how to use' section.
examining what he wrote, it does the following:
var preScript = preload("res://scripts/softnoise.gd") <---- prescript is a variable with the script
var softnoise
this line loads the script that you download from github. the directory path that he has written claims that it is in a file called scripts directly within the project file.
once you load in a script, you can attach it to a variable, which is what 'var prescript' will do.
within ready() which is always automatically called first and once on a script (assuming you have written a ready() function), it instances the script and sets it to the variable softnoise. now softnoise will always point to the copy of that class SoftNoise from within the downloaded script.
softnoise = preScript.SoftNoise.new() <---- softnoise is the class SoftNoise from within preScript varaible, which is the downloaded script. '.new()' is essentially instancing it and is used by all nodes to instance premade nodes. unrelated note: to instance a resource, you would use .instance(), and by resource i mean a mesh or something you 'import' with the 'import' option in the menu
then he writes stuff like this:
the following is in the form of:
class.function(argument)
softnoise.simple_noise1d(x)
softnoise.simple_noise2d(x, y)
softnoise.value_noise2d(x, y)
softnoise.perlin_noise2d(x, y)
softnoise.openSimplex2D(x, y)
softnoise.openSimplex3D(x, y, z)
softnoise.openSimplex4D(x, y, z, w)
which are functions being called from within the class SoftNoise. a 'class' is just a custom node. everything in the parentheses are arguments that are required for the function (a function is a block of code you write. you can give it arguments to alter what it outputs)
havent tried it myself, but that's all.