/// <summary>
    /// Called when you take a cylinder our of the phonograph. Sets the alreadyInPhonograph bool to false and does some reset information
    /// </summary>
    private void TakeCylinderFromPhonograph(GameObject cylinderTaken)
    {
        VRTK.PhonographCylinder removedCylinderScript = cylinderTaken.GetComponent <VRTK.PhonographCylinder>(); //local variable to prevent loads of GetComponent<> calls.
        cylinderAlreadyInPhonograph = false;

        //  moveNeedle = false; //UNCOMMENT THESE IF YOU DECIDE TO USE UPDATE
        // resetNeedle = true;

        //Reset phonograph needle
        HandleMoveNeedle(false);

        StopPlayingMusic();

        //Reset cylinder properties after it has been removed
        removedCylinderScript.RotateCylinderControl(false);
        removedCylinderScript.UseGravityControl(true);
        removedCylinderScript.ActivateCylinderOutline();
    }
    /// <summary>
    /// Places a cylinder successfully in the phonograpgh. Handles the actions that need to be taken once the cylinder is placed in the phonograph
    /// </summary>
    /// <param name="cylinder"></param>
    private void PutCylinderInPhonograph(GameObject cylinder)
    {
        VRTK.PhonographCylinder scriptOnCylinder = cylinder.GetComponent <VRTK.PhonographCylinder>(); //Local ref to avoid long GetComponent calls.

        //There is no cylinder currently in the phonograph and we are putting this one in it
        cylinder.transform.position = transform.position;
        cylinder.transform.rotation = transform.rotation;

        audioSource.clip            = scriptOnCylinder.ReturnAudioClip();
        cylinderAlreadyInPhonograph = true;
        scriptOnCylinder.SetInsidePhonographTrigger(true);

        finishedTime = scriptOnCylinder.ReturnAudioClipLength();

        scriptOnCylinder.RotateCylinderControl(true);
        scriptOnCylinder.UseGravityControl(false);

        // resetNeedle = false;  //UNCOMMENT THESE IF YOU DECIDE TO USE UPDATE
        //  moveNeedle = true;
        needleSpeed = distanceToTravel / finishedTime; //Calculate the speed at which to move the needle
        audioSource.PlayOneShot(audioSource.clip);
        HandleMoveNeedle(true);
    }