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Dynamically load AudioClip during runtime
I am making a game that generates gameplay based on a music track that is playing. I want players to be able to put their own music files in some folder and the game to dynamically load these when launched.
I tried using the Resources.LoadAll() function, but this requires the music files to be present during the build: obviously not what I want. I also don't wish to use the WWW class.
How would I go about doing this?
Answer by Yarashiel · Oct 23, 2012 at 01:12 PM
I'm also looking for this kind of functionality (the player can load an asset from his disk in runtime).
I know that it is possible by using the WWW class (and I'd be ready to do so...!), but I'm sure that it is possible to do it locally, I just don't know how !
Is there any class supporting this in the Unity API ?
Thanks by advance !