/////////////////////////////////////////////////////////////////

    public void VolumeLevels_UpdateAll(float audioTypeSettingsVolume, bool isMuted)
    {
        //Loop All Current Music Tracks
        foreach (Transform child in audioTrack_Container.transform)
        {
            //Get Music Tab
            RARC_AudioTab audioTab = child.gameObject.GetComponent <RARC_AudioTab>();

            //Check If Music
            if (audioTab.isMusic)
            {
                //Set Volume
                if (isMuted)
                {
                    //Mute
                    audioTab.audioSource.volume = 0;
                }
                else
                {
                    //Update Volume By Creating a non-linear exponental increae for the voule as audio drop on a logarithmic Rate (Not using the ideal soultion but a close match)
                    //float logarithmicFalloffAudio = Mathf.Pow((audioTypeSettingsVolume / 100), 2);
                    //audioTab.audioSource.volume = (audioTab.currentAudio_SO.volume * logarithmicFalloffAudio);
                    audioTab.audioSource.volume = (audioTab.currentAudio_SO.volume * audioTypeSettingsVolume);
                }
            }
        }
    }
    /////////////////////////////////////////////////////////////////

    public void StopTrackMusic_Single(GameObject audioTrack)
    {
        //Get Tab
        RARC_AudioTab audioTab = audioTrack.gameObject.GetComponent <RARC_AudioTab>();

        //Fade Out Or Destory
        if (audioTab.currentAudio_SO.canFadeOut)
        {
            StartCoroutine(audioTab.IAudioVolumeDampeningOnDestory(audioTab.currentAudio_SO.fadeOutSpeed));
        }
        else
        {
            audioTab.DestoryAudio_Instant();
        }
    }
    public void StopTrackMusic_All()
    {
        //Loop all Tabs
        foreach (Transform child in audioTrack_Container.transform)
        {
            //Get Tab
            RARC_AudioTab audioTab = child.gameObject.GetComponent <RARC_AudioTab>();

            //Fade Out Or Destory
            if (audioTab.currentAudio_SO.canFadeOut)
            {
                StartCoroutine(audioTab.IAudioVolumeDampeningOnDestory(audioTab.currentAudio_SO.fadeOutSpeed));
            }
            else
            {
                audioTab.DestoryAudio_Instant();
            }
        }
    }