Audio Not Playing at the Beginning of Scene

Hi,
I’ve added a Sound Toggle option at the settings of the game. When the sound is toggled ON or OFF, the value 1 or 0 is stored in the PlayerPrefs. While opening the game scene, the Start method checks the value of the PlayerPrefs and sets the AudioListener.volume to 0 or 1. But, when I start the game for the first time, the sound is muted. When I go back to the Menu again, and come back to game, the sound plays correctly.
While the game is running for the first time, I added a Debug.Log to check the AudioListener.volume and AudioListener.pause and they were 1 and false respectively, which means that the sound should play, but it isn’t.
Also, I should mention that the game has a feature in the Menu, where I can clear all PlayerPrefs and set some of them to default values, which includes the sound state being set to 1 (means ON). The problem even re-appears during the first gameplay after a PlayerPrefs reset.
I don’t know what’s wrong with my code or anything that prevents the audio being played when the game is run for the first time, or after a PlayerPrefs reset.

Note: there is only one AudioListener in the scene, and the sounds work correctly from the second gameplay.

This is in the game scene script:

void Start()
{
    //Turn On-Off Sound
    if (PlayerPrefs.GetInt("SoundState") == 0)
    {
        AudioListener.volume = 0.0f;
        Debug.Log(AudioListener.volume);
        Debug.Log(AudioListener.pause);
    }
    else
    {
        AudioListener.volume = 1.0f;
        Debug.Log(AudioListener.volume);
        Debug.Log(AudioListener.pause);
    }
}

This is in the Menu script:

void Start()
{
    InitializePrefs();

    //Turn On-Off Sound
    if(PlayerPrefs.GetInt("SoundState") == 0)
    {
        AudioListener.volume = 0.0f;
    }
    else
    {
        AudioListener.volume = 1.0f;
    }
}
public void ResetPrefs()
{
    PlayerPrefs.DeleteAll();
    InitializePrefs();
}
void InitializePrefs()
{
    if (!PlayerPrefs.HasKey("SoundState"))
    {
        PlayerPrefs.SetInt("SoundState", 1);
    }
}

It was just my fault. I placed the Debug.Log in the Start. When I shifted it to Update, I found out that the volume gets turned off at a point because I have added a AudioListener.volume = 0.0f; at some point later.
My mistake.