title: Unity3D: Resource.Load defined AudioClip ends up Null going into the AudioSource
body: <p>What I'm trying to do is contain an audio file in a folder (under Resources) where I can drop any qualifying audio file in the specified folder and have the numerous triggers in my program read from that single point (which is why my AudioClip below is public static so I can reference it).  Currently, the same audio file works throughout the program, but to change the file requires manual redefining in the Inspector which my eventual client won't have access to, and besides is tedious due to the numerous reference points that exist.</p>
  
  <p>Here's what I have so far:</p>
  
  <pre><code>public static AudioClip BGM;
  public AudioSource BGMSource;
  private string formatted1;
  
  void Start()
  {
     foreach(string file in System.IO.Directory.GetFiles(Application.dataPath+"/Resources/Audio/BGM"))
     {
        if(file.EndsWith(System.IO.Patch.GetExtension(".mp3")))
        {
          formatted1 = file.Replace(".mp3",string.Empty);
          BGM = Resources.Load&lt;AudioClip&gt;(formatted1); 
           //BGM = (AudioClip)Resources.Load(formatted1,typeof(AudioClip));  &lt;--same result with this
          Debug.Log("found: "+formatted1);
        }
  
     }
     if(BGM == null)
     {
       Debug.Log("Yeah, its null");
     }
  
     BGMSource.PlayOneShot(BGM, .9f);
  
     if(BGMSource.isPlaying != true)
     {
       Debug.Log("I'm not playing");
     }
  }
  </code></pre>
  
  <p>So as is, this just doesn't play, no error messages.  Turns out BGM is null.  The Debug says as so, but if I were to add a Debug call for BGMSource.clip.name, it will fully error out with a NullReferenceException on that Debug.</p>
  
  <p>The Debug for the formatted1 string (File path and name), it does present the correct file called Test.mp3 ("C:/...Resources/Audio/BGM\Test") formatted without the ".mp3" as was recommended from another site.  I did try with the .mp3 extension on, didn't seem to matter, still didn't play.  I also tried with a .wav file and .ogg file, same result (note:  all files were fine if I attached as a public AudioClip manually as also the AudioSource as written above would play in that case, but as I lead with, we don't want that for this case).  Yes, all test audio files were in the directory /Resources/Audio/BGM.  </p>
  
  <p>Another site said something about adding to the top of the file [RequireComponent(typeof(AudioClip))] or [RequireComponent(typeof(AudioSource))]but that did nothing.</p>
  
  <p>Lastly, this program will eventually be given to a group that won't have source access so they MUST be able to swap the audio file by dropping any .mp3 in Resources/Audio/BGM for auto play.</p>
  
  <p>Any help is welcome, thanks!</p>