Problem with Audio Manager - why it doesn't "see" sound files

Howdy :slight_smile:

I have a problem with sounds in my project. After applying the scripts provided below (from a tutorial on YT), the sound files are not visible in Unity. I checked and they work fine. In the previous 2D project the same scripts worked great and the entire sound system was correct, so I have no idea where the problem could be?

I will add that the background music works properly. I tried applying sounds in a different way, for example: when an object with the tag "Player" touches the object, the sound X will play.
There is no bug in this diagram either, but the sounds are not visible and I cannot add them.

Scripts:

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


public class AudioManager : MonoBehaviour {

	public static AudioManager instance;

	public Sound[] sounds;
	

	void Awake ()
	{
		
		if (instance != null)
		{
			Destroy(gameObject);
			return;
		} else
		{
			instance = this;
			DontDestroyOnLoad(gameObject);
		}

		foreach (Sound s in sounds)
		{
			
			s.source = gameObject.AddComponent<AudioSource>();
			s.source.clip = s.clip;
			s.source.volume = s.volume;
			s.source.pitch = s.pitch;
			s.source.loop = s.loop;
			s.source.outputAudioMixerGroup =s.mixer; // z komentarza na YT
		}
	}

	public void Play(string sound)
	{
		Sound s = Array.Find(sounds, item => item.name == sound);
		s.source.Play();
	}
	public void Stop(string sound)
	{
		Sound s = Array.Find(sounds, item => item.name == sound);
		s.source.Stop();
	}

}

and next:

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

[System.Serializable]
public class Sound 
{

	public string name;

	public AudioClip clip;
	public AudioMixerGroup mixer;

	[Range(0f, 1f)]
	public float volume = 1;

	[Range(-3f, 3f)]
	public float pitch = 1;

	public bool loop = false;

	[HideInInspector]
	public AudioSource source;

}