Replace Music¶
Music replacement for Classic reskins is handled by the Audio Editor in Classic Reskin mode. The replacement map targets Classic music keys and points each key to a track in your pack.
Files¶
Place music files in:
Editor/<Pack Name>/Musics/
Place the Classic replacement map at:
Editor/<Pack Name>/Audio Replacements/Classic/music-replacements.json
Supported editor-facing audio extensions include .wav, .mp3, and .ogg.
Replacement JSON¶
The music replacement file maps Classic music slots to music references:
{
"M00": {
"packName": "My Reskin",
"musicName": "go-straight-remix"
},
"M03": {
"packName": "My Reskin",
"musicName": "bar-theme"
}
}
Use the music base filename without extension. For example, go-straight-remix.ogg is referenced as go-straight-remix.
Classic Music Keys¶
Classic music keys use the M00, M01, M02 pattern. The Audio Editor labels these slots with friendly names where known. The JSON key is the stable identifier the runtime reads.
If a key is missing from music-replacements.json, Classic uses its original music for that slot.
Loop Points¶
Loop metadata lives next to the music file with the same base name and a .json extension:
Musics/go-straight-remix.ogg
Musics/go-straight-remix.json
The metadata stores loopStartTimeInSeconds and loopEndTimeInSeconds:
{
"loopStartTimeInSeconds": 12.35,
"loopEndTimeInSeconds": 90.0
}
Use the Audio Editor's loop-point tools to avoid hand-editing sample-accurate values. If you do edit by hand, use seconds.
Testing¶
Check:
- title and menu transitions
- stage start
- scene transitions where two scenes use the same or different music
- pause and resume
- loops after at least one full cycle
If music is silent, confirm the replacement packName, base filename, and extension. See Audio Reference.