not dynamically loading audio

During my game i have it so that i can record my voice and then save it to a file in my resources folder. then on the next screen i want to load up the audio from the saved wav file into an audioclip. i do this but it gives me a null. The paths are all correct

my path is Assets/Resources/Sound/Recording.wav

if(File.Exists(Path))
{
if(recorded == null)
recorded = Resources.Load(“Sound/Recording”, typeof(AudioClip))as AudioClip;
}

can anyone help, if i place a file in the Resources before i load the game it will play that one even though it gets overwritten when i record?

I am not for sure… It is possible that Unity will only support OGG files.

Try dumping a normal wav file into the folder and loading it without going through all the recording stuff.

When i dump another file in during runtime it works, so what do i need to do to get this to work?

what recording software are you using?

Can you play the wav file created from outside Unity?

ogg (on desktop or mp3 on mobile) and wav are fine but above code will fail by definition because the file never exists.
Anything thats inside the assets folder is not present in the build as distinct file anymore so System.IO is doomed to fail for granted.

loading it from outside is possible too, that then would be done through WWW and the file:// protocol instead of http://