void checkSources()
 {
     heartRate = HeartRate.None;
     //Logic here
     //Loop through each thingy we are scared of, and take the one that scares us the most, and set our heart rate.
     //If there is nothing in the scene to scare us, then set the heart rate to be off.
     //But, if there is something in the scene that does scare us, anything at all, then heartrate should be slow.
     foreach ( FearSource source in fearSources) {
         if (!source.t.gameObject.activeInHierarchy) {
             continue;
         }
         HeartRate tempHeartRate = HeartRate.None;
         Vector3 offset = source.t.position - player.transform.position;
         float sqrLen = offset.sqrMagnitude;
         if (sqrLen < source.near * source.near) {
             //Debug.Log ("Making Heart Rate Go");
             tempHeartRate = HeartBeat_ControlScript.HeartRate.Fast;
         } else if (sqrLen < source.medium * source.medium) {
             //Debug.Log ("Making Heart Rate Go");
             tempHeartRate = HeartBeat_ControlScript.HeartRate.Mid;
         } else {
             tempHeartRate = HeartRate.Slow;
         }
         int result = (int)(Mathf.Max ((float)tempHeartRate, (float)heartRate));
         heartRate = (HeartRate)result;
     }
 }
    // Update is called once per frame
    void Update()
    {
        checkSources ();
        if (heartRate != currentlyPlaying) {
            switch(heartRate) {
                case HeartRate.None:
                    source.Stop();
                    break;
                case HeartRate.Slow:
                    loadAudio(slowBeat);
                    break;
                case HeartRate.Mid:
                    loadAudio(midBeat);
                    break;
                case HeartRate.Fast:
                    loadAudio(fastBeat);
                    break;
            }
            currentlyPlaying = heartRate;

        }
    }