 <p>Is "05 - Listen to the Man_[plixid.com]" an asset within your project? If not I believe that's why this won't work. I'm pretty sure <a href="http://docs.unity3d.com/ScriptReference/Resources.Load.html" rel="nofollow">Resources.Load</a> is just for loading your existing assets into RAM, so that they're ready when you need them.</p> <p>I did a bit of looking around, and you might find <a href="http://forum.unity3d.com/threads/importing-audio-files-at-runtime.140088/" rel="nofollow">this thread</a> useful, as well as <a href="http://docs.unity3d.com/ScriptReference/WWW.GetAudioClip.html" rel="nofollow">this page</a> from the Unity reference docs.</p> <p>Here's a sample of JS from there that should do the trick. Hopefully you can translate into C# easily enough if that's what you prefer :)</p> <pre><code>var www = new WWW ("file://" + Application.dataPath.Substring (0, Application.dataPath.LastIndexOf ("/")) + "/result.wav"); AudioClip myAudioClip= www.audioClip; while (!myAudioClip.isReadyToPlay) yield return www; gameObject.GetComponent&lt;AudioSource&gt; ().audio.clip = myAudioClip; audio.Play (); </code></pre>