// Update is called once per frame
    void Update()
    {
        var main = pulse.main;
        //Color
        float intuitionAprox;

        if (director.intuition >= 0.9f)
        {
            intuitionAprox = 1;
        }
        else if (director.intuition <= 0.1f)
        {
            intuitionAprox = 0;
        }
        else
        {
            intuitionAprox = director.intuition;
        }

        curColor        = Color.Lerp(goodColor, badColor, intuitionAprox);
        main.startColor = curColor;

        //Speed
        curPulseSpeed        = minPulseSpeed + (pulseSpeedRange * director.anxiety);
        main.simulationSpeed = curPulseSpeed;

        //Sound
        curPitch = minPitch + (pitchRange * director.anxiety);
        enemyBeat.SetPitch(curPitch);

        neutalBeat.SetPitch(curPitch);
        if (director.anxiety > 0.5f)
        {
            enemyBeat.SetVolume(director.intuition);
            neutalBeat.SetVolume(director.intuition);
        }
        else
        {
            enemyBeat.SetVolume(0.2f);
            neutalBeat.SetVolume(0.2f);
        }
    }
    private IEnumerator FadeIn(AudioLayer layer)
    {
        float min = layer.CurrentVolume();

        do
        {
            min = min + 0.1f;
            layer.SetVolume(min);
            yield return(new WaitForSeconds(fadeTime / 10));
        } while (min <= 1);
        yield break;
    }