How to use sound.readData?

Hi,
I would like to know what I’m doing wrong.
I got a C# script from a website that is recording the user input from his mic, and then waits one second and plays it.
If the sound plays, which it does, I tried it on Unity, then the sound file does exist, so now I want to take the data out of this file and analyze it. I see that there is a function on the sound object called readData, I’m trying to use it but I’m probably doing something wrong, here is my script, any help would be appreciated.

...
    private FMOD.RESULT soundResult; 
    System.IntPtr BufferPtr;
    uint LenRead;
    FMOD.RESULT dataReadResult;
...
        soundResult = RuntimeManager.CoreSystem.createSound(exinfo.userdata, FMOD.MODE.LOOP_NORMAL | FMOD.MODE.OPENUSER, 
            ref exinfo, out sound);


        //Step 5: Start recording through our chosen device into our Sound object.


        RuntimeManager.CoreSystem.recordStart(RecordingDeviceIndex, sound, true);


        // Step 6: Start a Corutine that will tell our Sound object to play after a ceratin amount of time.


        StartCoroutine(Wait());
    }


    IEnumerator Wait()
    {
        yield return new WaitForSeconds(Latency);
        RuntimeManager.CoreSystem.playSound(sound, channelGroup, true, out channel);
        playOkay = true;
        Debug.Log("Ready To Play");


        if (soundResult == FMOD.RESULT.OK)
        {

            BufferPtr = new System.IntPtr(exinfo.length);

            dataReadResult = sound.seekData(0);
            dataReadResult = sound.readData(BufferPtr, exinfo.length, out LenRead);
            bool flag = (dataReadResult == FMOD.RESULT.OK);
            print(""+ flag);
        }
    }

The sound.readData is for reading from files, not for recorded user sounds. It would be better to use sound.lock and sound.unlock instead:

https://www.fmod.com/resources/documentation-api?version=2.02&page=core-api-sound.html#sound_lock

https://www.fmod.com/resources/documentation-api?version=2.02&page=core-api-sound.html#sound_unlock