 
 // MARK: Sine Ease
 public func sineEaseIn(_ time: Float) -> Float {
-    return -cosf(time * Angle.pi_2.radians) + 1
+    return -cos(time * Angle.pi_2) + 1
 }
 
 public func sineEaseOut(_ time: Float) -> Float {
-    return sinf(time * Angle.pi_2.radians)
+    return sin(time * Angle.pi_2)
 }
 
 public func sineEaseInOut(_ time: Float) -> Float {
-    return -0.5 * (cosf(Angle.pi.radians * time) - 1)
+    return -0.5 * (cos(Angle.pi * time) - 1)
 }
 
 // MARK: Quad Ease

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

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