//Draw the sound position based on Balance/Fade data
        private void RenderSound(LegacySound data, bool selected)
        {
            var sndPos = _tableCenter;

            sndPos.x += _tableSize.x * 0.5f * data.Balance.PercentageToRatio();
            sndPos.y -= _tableSize.y * 0.25f;
            sndPos.z += _tableSize.z * 0.5f * data.Fade.PercentageToRatio();
            Color col = selected ? _selectedColor : _unselectedColor;

            //Disc size based on sound volume
            var minSphereSize = 0.25f;
            var maxSphereSize = _tableSize.magnitude * 0.5f;

            //Volume goes from -100 to 100 -> ratio
            var sphereSizeRatio = (data.Volume + 100) * 0.005f;
            var sphereSize      = sphereSizeRatio * (maxSphereSize - minSphereSize);

            col.a         = 0.05f;
            Handles.color = col;
            Handles.DrawSolidDisc(sndPos, Vector3.up, sphereSize);

            //Sound Gizmo
            col.a     = selected ? 1.0f : 0.25f;
            GUI.color = col;
            Handles.Label(sndPos, _iconContent, _iconStyle);

            if (selected)
            {
                _selectedSoundPos = sndPos;
            }
        }
 public SoundListData(LegacySound legacySound)
 {
     LegacySound = legacySound;
 }