Hiya, I'm wondering if it's possible to get AC to play a .wav file that will be added to the game during run time?
To play music right now you have to select a specific file in a directory in the assets folder, but following on from the recording code i was making where players make their own music, it would need to be found at runtime....
Is this possible?
Thanks

Comments
It'll take some coding, but should be possible. Provided you've got a sound added to your assets, and a script reference to it, you can replace a track to the Music Engine with:
AC.KickStarter.musicStorages[i] = myNewMusicClip;
musicStorages is a List, so you could alternatively just add the clip to it. However, I'd recommend you instead create a "dummy" track in your Music Storage Window so that you can still reference it in a Sound: Play music Action.
public AudioClip myNewMusicClip; // The audio clip to insert
public int i; // The index to replace
Those will then be exposed as fields you can modify in the Inspector. But if you're assigning music that gets generated / downloaded at runtime, it's likely you wouldn't be able to supply a track in the Editor.
As for actually generating / supplying a wav file at runtime, that's not AC-related so you will have to look to e.g. the Unity forums for help on that.
AC.KickStarter.settingsManager.musicStorages[i]
AC.KickStarter.settingsManager.musicStorages[i].audioClip = myNewMusicClip;
The filepath is this when saving (saving to the user's computer i assume):