UnityWebRequest Hangs Quest 2

Currently trying to load song files from the internal SD Card of the Quest 2, using the debug log to mark specific points in the code I was able to pinpoint it to this line:

UnityWebRequest AudioFiles = UnityWebRequestMultimedia.GetAudioClip(path + string.Format("{0}", audioname[i]), AudioType.MPEG);
Debug.Log("Sending Request");
yield return AudioFiles.SendWebRequest();
Debug.Log("Request Done");

Note: This code is inside a foreach loop of files to load dynamically.

On PC for testing it follows through and I receive Request Done during startup of the game, now when I build this out to the Quest 2, in the debug I have the files when found logged and so it’s registering and finding files fine, it just never yields the return.

Anyone got a solution?

Maybe try a different format? There are some codexes supported on desktop that don’t work on Android (or iOS).