Audio nightmare I

Added the mechanics for the terrain sounds. Not the best but can be
fixed
Audio nightmare II

I am facepalming realizing that the sound volume for Unity in my sound
panel was 0 during testing. :confounded:

The entire system works!
-Added stop and play methods to play the sounds when Mathius enters a
new map
Merge remote-tracking branch 'origin/AudioNightMare' into HaTomiSound

Conflicts:
	Mathius_Final/Assembly-UnityScript-vs.unityproj
	Mathius_Final/Assembly-UnityScript.unityproj
	Mathius_Final/Assets/Components/Alien/Powerup Drops/BronzePoints/Materials.meta
	Mathius_Final/Assets/Components/Alien/Powerup Drops/BronzePoints/Materials/WoodenBall-None__WoodenBall_png.mat
	Mathius_Final/Assets/Components/Alien/Powerup Drops/BronzePoints/Materials/WoodenBall-None__WoodenBall_png.mat.meta
	Mathius_Final/Assets/Components/Alien/Powerup Drops/SilverPoints.meta
	Mathius_Final/Assets/Components/Alien/Powerup Drops/SilverPoints/Materials.meta
	Mathius_Final/Assets/Components/Alien/Powerup Drops/SilverPoints/Materials/BuckyBall-No Name.mat
	Mathius_Final/Assets/Components/Alien/Powerup Drops/SilverPoints/Materials/BuckyBall-No Name.mat.meta