// Changes audio snapshot based on game states void Update() { if (GameStateManager.isStartMenu()) { startMenu.TransitionTo(1f); } if (GameStateManager.isIntro() && !GameStateManager.isPaused()) { if (!introAudio.isPlaying) { introAudio.Play(); } intro.TransitionTo(0f); } if (GameStateManager.isTutorial()) { if (!tutorialAudio.isPlaying) { tutorialAudio.Play(); } tutorial.TransitionTo(0.3f); } else if (!GameStateManager.isPaused()) { tutorialAudio.Stop(); } if (GameStateManager.isPaused()) { pause.TransitionTo(0.3f); } if (GameStateManager.isGameover()) { gameOver.TransitionTo(0.4f); } if (EnemiesManager.isDanger() && !GameStateManager.isPaused()) { danger.TransitionTo(1f); } if (EnemiesManager.isExtremeDanger() && extremeDangerAudio.isPlaying && !GameStateManager.isPaused()) { extremeDanger.TransitionTo(1f); } }