// Create the needed AudioSources
    void Awake()
    {
        car = transform.GetComponent<Car_CSharp> ();

        DVolume *= 0.4f;
        EVolume *= 0.4f;
        FVolume *= 0.4f;
        KVolume *= 0.7f;
        LVolume *= 0.4f;
        windVolume *= 0.4f;

        DAudio = gameObject.AddComponent<AudioSource> ();
        DAudio.loop = true;
        DAudio.clip = D;
        DAudio.volume = DVolume;
        DAudio.Play ();

        EAudio = gameObject.AddComponent<AudioSource> ();
        EAudio.loop = true;
        EAudio.clip = E;
        EAudio.volume = EVolume;
        EAudio.Play ();

        FAudio = gameObject.AddComponent<AudioSource> ();
        FAudio.loop = true;
        FAudio.clip = F;
        FAudio.volume = FVolume;
        FAudio.Play ();

        KAudio = gameObject.AddComponent<AudioSource> ();
        KAudio.loop = true;
        KAudio.clip = K;
        KAudio.volume = KVolume;
        KAudio.Play ();

        LAudio = gameObject.AddComponent<AudioSource> ();
        LAudio.loop = true;
        LAudio.clip = L;
        LAudio.volume = LVolume;
        LAudio.Play ();

        windAudio = gameObject.AddComponent<AudioSource> ();
        windAudio.loop = true;
        windAudio.clip = wind;
        windAudio.volume = windVolume;
        windAudio.Play ();

        tunnelAudio = gameObject.AddComponent<AudioSource> ();
        tunnelAudio.loop = true;
        tunnelAudio.clip = tunnelSound;
        //	tunnelAudio.maxVolume = tunnelVolume;
        tunnelAudio.volume = tunnelVolume;

        skidAudio = gameObject.AddComponent<AudioSource> ();
        skidAudio.loop = true;
        skidAudio.clip = skidSound;
        skidAudio.volume = 0.0f;
        skidAudio.Play ();

        carAudio = gameObject.AddComponent<AudioSource> ();
        carAudio.loop = false;
        carAudio.playOnAwake = false;
        carAudio.Stop ();

        crashTime = Mathf.Max (crashLowSpeedSound.length, crashHighSpeedSound.length);
        soundsSet = false;

        idleFadeSpeedDiff = idleFadeStopSpeed - idleFadeStartSpeed;
        speedFadeSpeedDiff = speedFadeStopSpeed - speedFadeStartSpeed;

        backgroundMusic = gameObject.AddComponent<AudioSource> ();
        backgroundMusic.loop = true;
        backgroundMusic.clip = BackgroundMusic;
        //	backgroundMusic.maxVolume = BackgroundMusicVolume;
        //	backgroundMusic.minVolume = BackgroundMusicVolume;
        backgroundMusic.volume = BackgroundMusicVolume;
        backgroundMusic.Play ();
    }
 // Use this for initialization
 void Start()
 {
     sound = transform.root.GetComponent<SoundController_CSharp>();
     car = GetComponent<Car_CSharp>();
 }