Help needed with fading audio

I currently have some scripts I’m not sure why I’m getting errors Im trying to have a track play after a player collides with an object then after some time have the track fade out currently these are my two scripts and the errors I’m getting
Error List:
Assets\musiccollider.cs(16,54): error CS1003: Syntax error, ‘,’ expected
Assets\musiccollider.cs(16,69): error CS1003: Syntax error, ‘,’ expected
Assets\musiccollider.cs(16,77): error CS1525: Invalid expression term ‘float’
Assets\musiccollider.cs(16,83): error CS1003: Syntax error, ‘,’ expected
Assets\musiccollider.cs(16,93): error CS1525: Invalid expression term ‘float’
Assets\musiccollider.cs(16,99): error CS1003: Syntax error, ‘,’ expected

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;

public class musiccollider : MonoBehaviour
{
    [SerializeField]
    private AudioSource audio;

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
    {
                audio.Play();
        StartCoroutine(FadeMixerGroup.StartFade(AudioMixer Master, String Volume, float duration, float targetVolume));
    }
    }





}
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Audio;
using UnityEngine;

public class FadeMixerGroup : MonoBehaviour {
    public static IEnumerator StartFade(AudioMixer Master, string Volume, float duration, float targetVolume)
    {
        float currentTime = 0;
        float currentVol;
        Master.GetFloat(Volume, out currentVol);
        currentVol = Mathf.Pow(10, currentVol / 20);
        float targetValue = Mathf.Clamp(targetVolume, 0.0001f, 1);
        while (currentTime < duration)
        {
            currentTime += Time.deltaTime;
            float newVol = Mathf.Lerp(currentVol, targetValue, currentTime / duration);
            Master.SetFloat(Volume, Mathf.Log10(newVol) * 20);
            yield return new WaitForSecounds(3f);
        }
        yield break;
    }
}

Try StartCoroutine(FadeMixerGroup.StartFade));