Resorces.Load returning null for audio clip

After building my project to test, I’m trying to dynamically load audio clips that get dropped into the Resources folder. The basic idea is that audio will be provided via a DLC system (rhythm game).
However, whenever I call this
AudioClip _audio = Resources.Load(“song”) as AudioClip;
Resources.Load always returns null.

Is this intended behavior, and is there a way to be able to load MP3s on the fly from the local drive/device?

The Resources folder is actually just the folder of that name inside the Unity project. It doesn’t exist at runtime since the assets are just compiled into the project and so Resources.Load can’t access audio files supplied by the user. However, you can use the WWW class (see WWW.audioClip to pull in an audio file dynamically as long as it is in Ogg Vorbis format.