Sourceval add : float -> float -> float Sourceval decay : ?per_second:float -> dt:float -> float -> float Sourceval shake : float -> float Sourceval noise : seed:int -> float -> float Sourceval jitter : seed:int -> float -> float Sourcetype offset = {dx : float;dy : float;angle : float;
} Sourceval offset :
?smooth:bool ->
?max_offset:float ->
?max_angle:float ->
seed:int ->
trauma:float ->
float ->
offset