Without the ice cubes of course. I found this, but it doesn't look very good. It is also going to be a fluid simulation.
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What I landed on was similar to boots, but using a Clearcoat.
I couldn't shade smooth here, I'm assuming you can at some later point in the process.
As far as the fluid sim portion, to me the main thing to aim for is pronounced and persistent bubbles. I don't know if that can be fully achieved with these controls:
I think in the longer term an emitter/rigidbody system of some sort would be necessary to maintain the appearance.
All I can say is good luck, because baking these sims to test behavior is very time consuming.
Use a glass shader and set the color with volume absorption.
If you ever want to do it in Eevee, as volumetric are not as good as in Cycles for the moment, you can cheat, essentially with a Layer Weight as factor in a Mix Shader between the Principled BSDF and a Transparent node. Give the Principled BSDF a Transmission of 1. It's not accurate but it can give the illusion.