Use this guide to download the tracks and assign them to GamePlayMusic and MenuMusic in Unity.
You can skip all of this: leaving "Clip" empty on those configs does not break the game; only the music will not play.
Download links
Where music is wired in the project
- GameMenuState calls AudioManager with MusicType.Menu.
- GamePlayState calls AudioManager with MusicType.GamePlay.
- AudioModule resolves clips from AudioModuleView "_musicEntries" on the Gameplay scene "Controller" object. Each entry maps a MusicType to AudioClipSingleConfig assets.
- Config assets live under: Assets/GorodiskiGames/TowerClash/Resources/AudioClipConfigs/MusicConfigs/
- GamePlayMusic.asset
- MenuMusic.asset
Main procedure
Step 1: Download audio
- Download the files from the links above.
Step 2: Assign clips to configs
- Open GamePlayMusic.asset in the Project window.
- Set field "Clip" to your gameplay AudioClip.
- Open MenuMusic.asset.
- Set field "Clip" to your menu AudioClip.
- Optional tuning on each asset:
- "Volume" (0 to 1)
- "IsLoop" for continuous playback when the game expects looping behavior
- "StartTime" / "EndTime" (seconds; "EndTime" 0 means use full clip length for music playback logic)
Step 3: Confirm scene wiring
- Open scene: Assets/GorodiskiGames/TowerClash/Scenes/Gameplay.unity
- Select root object "Controller".
- On AudioModuleView, under "_musicEntries", confirm:
- One entry Type = GamePlay with Configs containing GamePlayMusic
- One entry Type = Menu with Configs containing MenuMusic
- If an entry is missing, add it to match the enum MusicType in code.
Troubleshooting
- No music in menu or level:
- Check "Clip" is not None on the matching GamePlayMusic or MenuMusic asset
- Check AudioModuleView "_musicEntries" on "Controller" still references those configs
- Console warning "AudioClip is null for MusicType":
- Assign "Clip" on the AudioClipSingleConfig used for that MusicType