Audio isn't playing when steaming video

Hello all.

I’m in the process of streaming video as it is clogging up my web player. I have it to where the video plays, but the sound isn’t playing with it. Do I need to stream the sound separately? Or am I doing something wrong in my code that I currently have written?

Here is the code that I am using:

var url = "";
var www;
var movieTexture;

function Start ()
{
	www = new WWW(url);

	Debug.Log("Movie Loading..." + url);

	movieTexture = www.movie;
	while (!movieTexture.isReadyToPlay)
	     yield;

	Debug.Log("Movie Loaded");
}

function OnMouseDown()
{
	guiTexture.texture = movieTexture;

	transform.localScale = Vector3 (0,0,0);
	transform.position = Vector3 (0.5,0.5,0);
	guiTexture.pixelInset.xMin = -movieTexture.width / 2;
	guiTexture.pixelInset.xMax = movieTexture.width / 2;
	guiTexture.pixelInset.yMin = -movieTexture.height / 2;
	guiTexture.pixelInset.yMax = movieTexture.height / 2;

	audio.clip = movieTexture.audioClip;

	movieTexture.Play();
	audio.Play();
}
@script RequireComponent(GUITexture)
@script RequireComponent(AudioSource)

This script works for me for playing Audio & Video, and then changing to Level 1 when the video is done playing.

using UnityEngine;
using System.Collections;

public class VideoStream : MonoBehaviour {
	
	WWW wwwData;
	public string url;
	
	// Use this for initialization
	IEnumerator Start () {
		
		wwwData = new WWW(url);
		
		m = wwwData.movie;
		
		while(!m.isReadyToPlay)
			yield return null;
		
		guiTexture.texture = m;
		
		transform.localScale = new Vector3 (0,0,0);
    	transform.position = new Vector3 (0.5f,0.5f,0);
		
		Rect temp = guiTexture.pixelInset;
		
    	        temp.xMin = -m.width / 2;
   		temp.xMax = m.width / 2;
   		temp.yMin = -m.height / 2;
    	        temp.yMax = m.height / 2;
		
		guiTexture.pixelInset = temp;
			
		audio.clip = m.audioClip;

		yield return StartCoroutine(Play());
	}
	
	IEnumerator Play(){
		
		m.Play();
		audio.Play();
		
		while(current < m.duration){
			current += Time.deltaTime;		
		
			yield return null;
		}
		
		Application.LoadLevel(1);
	}
	
	MovieTexture m;
	float current;
}

I’m having same sort of problem and the answer I explore here seems to me effective. Hopefully by following these ways audio playing difficulty will be fixed. Thanks
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