private void OnTriggerEnter(Collider otherGameObject)
 {
     groundType.groundSwitchValue = groundType.GetGroundSwitchValue();
     if (otherGameObject.gameObject.tag == "Player")
     {
         AkSoundEngine.SetSwitch("Forgotten_Sun", groundType.groundSwitchValue.ToString(), otherGameObject.gameObject);       // PARAMS: SetSwitch(<SoundBank To Use>, <Name Of Sound>, <The Game Object to produce the sound>)
     }
 }
    public void CheckFootstepSurface()
    {
        float   yOffset = 0.5f;                             // set the offset of the raycast to be from the center of the player model
        Vector3 pos     = transform.position;

        pos.y += yOffset;
        Ray        ray = new Ray(pos, Vector3.down);        // set the ray to check the gorund
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 1.5f, groundLayer))
        {
            GroundType ground = hit.collider.GetComponent <GroundType>();        // get the type of surface the raycast hit
            ground.groundSwitchValue = ground.GetGroundSwitchValue();
            //Could do this: AkSoundEngine.SetSwitch("footstep_surfaces", ground.name, gameobject);
            // AkSoundEngine.SetSwitch("footstep_surfaces", ground.name, gameObject);
            switch (ground.groundSwitchValue)
            {
            // check what ground surface the player is walking on
            case GroundSwitchValue.DIRT:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "dirt", gameObject);           // PARAMS: SetSwitch(<SoundBank To Use>, <Name Of Sound>, <The Game Object to produce the sound>)
                break;

            case GroundSwitchValue.MUD:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "mud", gameObject);
                break;

            case GroundSwitchValue.GRAVEL:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "gravel", gameObject);
                break;

            case GroundSwitchValue.WATER:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "water", gameObject);
                break;

            case GroundSwitchValue.GRASS:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "grass", gameObject);
                break;

            case GroundSwitchValue.STONE:
                AkSoundEngine.SetSwitch("Forgotten_Sun", "grass", gameObject);
                break;

            default:
                //Default it so it's always valid
                AkSoundEngine.SetSwitch("Forgotten_Sun", "grass", gameObject);
                break;
            }
        }
    }