public void FadeOutSE(int channel, float time, bool waitForFade)
        {
            float           num = time / 1000f;
            int             channelByTypeChannel = GetChannelByTypeChannel(AudioType.SE, channel);
            AudioLayerUnity audioLayerUnity      = channelDictionary[channelByTypeChannel];

            audioLayerUnity.FadeOut(num);
            if (waitForFade)
            {
                GameSystem.Instance.AddWait(new Wait(num, WaitTypes.WaitForAudio, audioLayerUnity.StopAudio));
            }
        }
        public void FadeOutBGM(int channel, int time, bool waitForFade)
        {
            float           num = (float)time / 1000f;
            int             channelByTypeChannel = GetChannelByTypeChannel(AudioType.BGM, channel);
            AudioLayerUnity audioLayerUnity      = channelDictionary[channelByTypeChannel];

            audioLayerUnity.FadeOut(num);
            if (waitForFade)
            {
                GameSystem.Instance.AddWait(new Wait(num, WaitTypes.WaitForAudio, audioLayerUnity.StopAudio));
            }
            if (currentAudio[AudioType.BGM].ContainsKey(channel))
            {
                currentAudio[AudioType.BGM].Remove(channel);
            }
        }