Problem with LocalizedAudio

I have this kind of code in my AudioController:

        LocalizedAudioClip lac = new LocalizedAudioClip();
        lac.TableReference = "AudioTable";
        lac.TableEntryReference = "someRef";
        ac = lac.LoadAsset();

This works perfectly in the editor, but in build mode it does not work and I get an exception:

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object)
  at UnityEngine.Object.get_name () [0x00001] in <a4a84fe941b1452988542bcfeb122db5>:0
  at UnityEngine.Localization.Tables.LocalizationTable.VerifySharedTableDataIsNotNull () [0x0000e] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.Tables.LocalizationTable.FindKeyId (System.String key, System.Boolean addKey) [0x00000] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.Tables.DetailedLocalizationTable`1[TEntry].GetEntry (System.String key) [0x00000] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.Tables.DetailedLocalizationTable`1[TEntry].GetEntryFromReference (UnityEngine.Localization.Tables.TableEntryReference entryReference) [0x0002a] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.GetTableEntryOperation`2[TTable,TEntry].ExtractEntryFromTable (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] asyncOperation) [0x00018] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.GetTableEntryOperation`2[TTable,TEntry].Execute () [0x0006f] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <c29b05faa6934981a414725165fc3fa6>:0
  at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Start (UnityEngine.ResourceManagement.ResourceManager rm, UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle dependency, DelegateList`1[T] updateCallbacks) [0x0008b] in <c29b05faa6934981a414725165fc3fa6>:0
  at UnityEngine.ResourceManagement.ResourceManager.StartOperation[TObject] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject] operation, UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle dependency) [0x00000] in <c29b05faa6934981a414725165fc3fa6>:0
  at UnityEngine.Localization.Settings.LocalizedDatabase`2[TTable,TEntry].GetTableEntryAsync (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference, UnityEngine.Localization.Locale locale, UnityEngine.Localization.Settings.FallbackBehavior fallbackBehavior) [0x00046] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.Settings.LocalizedAssetDatabase.GetLocalizedAssetAsyncInternal[TObject] (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference, UnityEngine.Localization.Locale locale, UnityEngine.Localization.Settings.FallbackBehavior fallbackBehavior) [0x00000] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.Settings.LocalizedAssetDatabase.GetLocalizedAssetAsync[TObject] (UnityEngine.Localization.Tables.TableReference tableReference, UnityEngine.Localization.Tables.TableEntryReference tableEntryReference, UnityEngine.Localization.Locale locale, UnityEngine.Localization.Settings.FallbackBehavior fallbackBehavior) [0x00000] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.LocalizedAsset`1[TObject].LoadAssetAsync () [0x00021] in <d320e770f96e466db640f34875abadf8>:0
  at UnityEngine.Localization.LocalizedAsset`1[TObject].LoadAsset () [0x00000] in <d320e770f96e466db640f34875abadf8>:0

The next line points to LoadAsset() in my code. Everything is set to addressable and I have those built. I am using Unity 2023.1.0a16, what did I do wrong?

Can you make sure you are using the latest version 1.4.2. also build the addressable assets. What platform is this running on?
Does it work if you use LoadAssetAsync instead?

Thanks Karl, updating to 1.3.2 did the trick. It’s running on Windows. I see no option for 1.4.2

To see 1.4.2 you need to select the option to show all versions in the package manager or you can manually edit the manifest.json file in the project package folder and just change the version.

Thanks, editing the manifest seems to be the shortest route since this option is hard to find.