         let s: Float = period / 4
         time = time - 1
         if time < 0 {
-            newT = -0.5 * powf(2, 10 * time) * sinf((time - s) * Angle.pi2.radians / period)
+            newT = -0.5 * powf(2, 10 * time) * sin((time - s) * Angle.pi2 / period)
         }
         else {
-            newT = powf(2, -10 * time) * sinf((time - s) * Angle.pi2.radians / period) * 0.5 + 1
+            newT = powf(2, -10 * time) * sin((time - s) * Angle.pi2 / period) * 0.5 + 1
         }
     }
     return newT


// MARK: Sine Ease
public func sineEaseIn(_ time: Float) -> Float {
    return -cosf(time * Angle.pi_2.radians) + 1
}

public func sineEaseOut(_ time: Float) -> Float {
    return sinf(time * Angle.pi_2.radians)
}

public func sineEaseInOut(_ time: Float) -> Float {
    return -0.5 * (cosf(Angle.pi.radians * time) - 1)
}

// MARK: Quad Ease

    }
    else {
        let s: Float = period / 4
        newT = powf(2, -10 * time) * sin((time - s) * Angle.pi2 / period) + 1
    }
    return newT
}
