User Music In-Game < DownloadHandlerAudioClip

###Hello everyone.
I am trying to use DownloadHandlerAudioClip.GetContent (UnityWebRequest) to get audio files from a certain path and use them in-game as AudioClips.

The following script seems to be working fine till one of the very last lines, where you can read

AudioClip clip = DownloadHandlerAudioClip.GetContent(AudioFiles);

string path;
    public List<AudioClip> Cliplist;
    AudioClip[] clips;

    public List<string> audioname;

    void Start()
    {
        path = string.Format("{0}/Musicas_User", Application.dataPath);


        if (Directory.Exists(path))
        {
            DirectoryInfo info = new System.IO.DirectoryInfo(path);

            foreach (FileInfo item in info.GetFiles("*.wav"))
            {
                audioname.Add(item.Name);
            }

        }
        else
            print("pasta Musicas_User nao foi criada");

        StartCoroutine(LoadAudioFile());
    }

    IEnumerator LoadAudioFile()
    {
        for (int i = 0; i < audioname.Count; i++)
        {
            UnityWebRequest AudioFiles = UnityWebRequestMultimedia.GetAudioClip(path + string.Format("{0}", audioname*), AudioType.WAV);*

yield return AudioFiles.SendWebRequest();

if (AudioFiles.isNetworkError)
{
Debug.Log(AudioFiles.error);
Debug.Log(path + string.Format(“{0}”, audioname*));*
}
else
{
AudioClip clip = DownloadHandlerAudioClip.GetContent(AudioFiles);
clip.name = audioname*;*
Cliplist.Add(clip);
Debug.Log(path + string.Format(“{0}”, audioname*));*
}
}

}
Error on console:
InvalidOperationException: Cannot access the .audioClip property of an aborted DownloadHandlerAudioClip
UnityEngine.Networking.DownloadHandlerAudioClip.GetContent (UnityEngine.Networking.UnityWebRequest www) (at C:/buildslave/unity/build/Modules/UnityWebRequestAudio/Public/DownloadHandlerAudio.bindings.cs:49)
-------
Any ideas why it isnt working?
Its my frist time trying to use UnityWebRequest.
Many thanks :slight_smile:

Adding “file://” before file path fixed the issue for me

private IEnumerator LoadAudio(string audioName, int track_id, float start_time)
{
using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip(
musicPath.Replace(“#”,“%23”) +
//musicPath +
audioName, AudioType.OGGVORBIS))
{

            var synRes = www.SendWebRequest();
            yield return synRes;

            if (www.isNetworkError)
            {
                Debug.Log(www.error);
            }
            else
            {
                stream_music = DownloadHandlerAudioClip.GetContent(www);
                musicSource.clip = stream_music;
                musicSource.time = start_time;
                current_track_num = track_id;
                current_track = GetCurrentTrack();
                musicSource.Play();
            }
        }

    }

for me too +1