SwitchMusic() private method

private SwitchMusic ( AudioClip music ) : void
music AudioClip
return void
    public void SetState(State state)
    {
        UiManager.Instance.State = state;
        switch (state)
        {
        case State.Play:
            Time.timeScale = 1f;
            UiManager.Instance.MainMenu.group.interactable = false;
            environmentNoise.volume = normalEnvirVol;
            if (Player.WormHead.dirtAudioSource.isVirtual)
            {
                Player.WormHead.dirtAudioSource.UnPause();
            }
            else
            {
                Player.WormHead.dirtAudioSource.Play();
            }
            break;

        case State.InMenu:
            Time.timeScale = 0f;
            UiManager.Instance.MainMenu.group.interactable = true;
            environmentNoise.volume = normalEnvirVol;
            break;

        case State.Dead:
            Player.StreakEggShell = 0;
            Time.timeScale        = 0f;
            if (UiManager.Instance.BestSessionScore < Player.Score)
            {
                UiManager.Instance.BestSessionScore = Player.Score;
            }
            UiManager.Instance.Death();
            cameraSoundSource.PlayOneShot(deathEffect);
            environmentNoise.volume = 0f;
            Player.WormHead.dirtAudioSource.Stop();
            break;

        case State.Pause:
            Time.timeScale          = 0f;
            environmentNoise.volume = muffledEnvirVol;
            Player.WormHead.dirtAudioSource.Pause();
            break;
        }
        MusicManager.SwitchMusic(state);
    }
    private IEnumerator TransitionToNextTurn()
    {
        TransitionInProgress = true;

        pauseUI.SetActive(false);
        HidePlaneUI();

        SoundEffectManager.instance.PlayEffect("Jet Engine");

        List <Plane> rejectedPlanes = new List <Plane>(); // These planes will have a negative impact on your relationship with the country
        List <Plane> removedPlanes  = new List <Plane>(); // This is used because you can't modify a list you are iterating through.

        foreach (Plane plane in planes)
        {
            if (plane.country.IsHostile) // Any remaining hostile planes can't be selected and go back home asap
            {
                MakePlaneLeave(plane);
                removedPlanes.Add(plane);
            }
            else if (plane.isSelected)
            {
                MakePlaneLand(plane);
                removedPlanes.Add(plane);
            }
            else if (plane.RemainingWaits > 0)
            {
                MakePlaneWait(plane);
            }
            else
            {
                MakePlaneLeave(plane);
                removedPlanes.Add(plane);
                rejectedPlanes.Add(plane);
            }
        }
        foreach (Plane plane in removedPlanes)
        {
            planes.Remove(plane);
        }
        planeSelection.DeselectAll();
        airportManager.ClearAirportRunways();

        // send in new planes
        SpawnNewPlanes();

        // Wait until all animations are complete
        yield return(new WaitForSeconds(transitionDuration));

        // Decrease your relationship with any countries you have rejected planes from THEN check for game over
        foreach (Plane plane in rejectedPlanes)
        {
            FaceConsequencesForRejection(plane);
        }
        CheckForGameOver();

        ShowPlaneUI();
        pauseUI.SetActive(true);
        planeSelection.UpdateEndTurnButton();

        turnNumber++;
        turnCounter.text = "Turn " + turnNumber + " of " + turnsForWin;
        popupScheduler.ShowPopupsForTurn(turnNumber);
        TransitionInProgress = false;
        musicManager.SwitchMusic(turnNumber);

        Debug.Log("Turn number " + turnNumber);
    }