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?

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 !