void UpdateProximity(float distance)
    {
        float radius            = circleCollider.radius * transform.lossyScale.x;
        float distanceComponent = (radius - distance) / radius;
        float frequencyComponent;
        int   bandDistance = ConsoleController.BandDistance(band, console.band);

        switch (bandDistance)
        {
        case 0:
            //Frequencies are on the same band.
            frequencyComponent = 0.5f + 0.5f * (1 - Mathf.Abs(tuning - console.tuning));
            break;

        case 1:
            //Frequencies are on adjacent bands.
            frequencyComponent = 0.5f;
            break;

        case 2:
            //Frequencies are on semi-adjacent bands.
            frequencyComponent = 0.25f;
            break;

        case 3:
            //Frequencies are 3 bands apart.
            frequencyComponent = 0.1f;
            break;

        default:
            //Otherwise.
            frequencyComponent = 0;
            break;
        }
        proximity = 0.05f + 0.30f * distanceComponent + 0.65f * frequencyComponent;
        if (proximity > 1)
        {
            proximity = 1;
        }
        signalBar.fillAmount = proximity;
    }