# FMOD and Unity Audio Enabled, building to WebGL

**URL:** <https://qa.fmod.com/t/fmod-and-unity-audio-enabled-building-to-webgl/19481>\
**Category:** Unity\
**Tags:** html5, unity, csharp\
**Created:** [November 6, 2022, 1:06am UTC](https://qa.fmod.com/t/fmod-and-unity-audio-enabled-building-to-webgl/19481 "2022-11-06T01:06:09Z")\
**Posts on this page:** 1\
**Showing post:** 5

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [November 10, 2022, 4:10am UTC](https://qa.fmod.com/t/fmod-and-unity-audio-enabled-building-to-webgl/19481/5 "2022-11-10T04:10:39Z")

</div>

It is also possible to use a programmer’s sound to play an audio file. Depending on how you store the file you could avoid using Unity audio altogether, and it is less complicated than trying to use a Unity clip. Here is a topic where that is done: [Playing audio source](https://qa.fmod.com/t/general-advice-on-user-friendly-process-for-players-to-upload-audio-assets-then-pipe-them-through-fmod-powered-unity/19005/2). How are you downloading and storing the sound before it is added as a Unity Audio Clip?

Hope this helps!

---

_[View the full topic](https://qa.fmod.com/t/fmod-and-unity-audio-enabled-building-to-webgl/19481)._
