@jerotas I've been using Master Audio in my game for awhile, and it works great! But I ran into a problem when I tried to add music to the game's main menu. I want the game to be paused while the menu is displayed, so my code sets Time.timeScale to 0. I want music to play while the game is paused, but setting the time scale to 0 pauses Unity's audio system. (AudioListener.pause is set to true.) I read in the docs that this paused state can be bypassed for individual audio sources by setting the ignoreListenerPause property of AudioSources to true, so I wrote a script that sets that property to true for the audio sources the PlaylistController uses, and that solved my problem. However, it would be more convenient if the PlaylistController had an option to do that for me. Can you add an option for this to Master Audio? In fact, setting ignoreListenerPause to true seems like a reasonable default for the PlaylistController's audio sources, since playing music while the game is paused is a common design. I have another, unrelated question: Can a playlist be setup to only play music occasionally? I want to play some ambient music tracks occasionally as the player explores the world, but I want minutes to pass between the tracks, preferably with some randomness used to determine the amount of time when no music is played. Is this possible with Master Audio? I didn't see a way to do it. If not, can you add support for doing this? Thanks for creating this great asset. It's made managing my game's environmental sounds easy, and I'm sure it'll be more useful as I add more sounds to my game.