public static void Set3dPriority(AudioSource audio)
    {
        float distanceToListener = Vector3.Distance(audio.transform.position, MasterAudio.AudioListenerTransform.position);
        float perceivedVolume;

        if (audio.rolloffMode == AudioRolloffMode.Logarithmic)
        {
            perceivedVolume = audio.volume / Mathf.Max(audio.minDistance, distanceToListener - audio.minDistance); // Unity seems to just use a 1/distance model for this
        }
        else if (audio.rolloffMode == AudioRolloffMode.Linear)
        {
            perceivedVolume = Mathf.Lerp(audio.volume, 0, Mathf.Max(0, distanceToListener - audio.minDistance) / (audio.maxDistance - audio.minDistance)); // Linearly interpolate from max volume to zero as we go from the minimum distance to the max
        }
        else
        {
            perceivedVolume = Mathf.Lerp(audio.volume, 0, Mathf.Max(0, distanceToListener - audio.minDistance) / (audio.maxDistance - audio.minDistance)); // Not possible to deal with custom rolloffs since it's not accessible by script.  Let's pretend it's linear.
        }

        if (!audio.loop)
        {                                                                                                                            //Don't make looping sounds lessen in priority over time
            perceivedVolume = Mathf.Lerp(perceivedVolume, perceivedVolume * 0.1f, AudioUtil.GetAudioPlayedPercentage(audio) * .01f); //Set the factor lower when this non-looping sound has played for a few seconds so that newer sounds get a slightly higher priority.
        }

        audio.priority = (int)Mathf.Lerp(HIGHEST_PRIORITY, LOWEST_PRIORITY, Mathf.InverseLerp(1f, 0f, perceivedVolume)); // Transform our perceived volume from the [0...1] range to the [16...128] range so that the higher the perceived volume the lower the priority number.
    }