# Playing FMOD.Sound from Audioclip has no volume

**URL:** <https://qa.fmod.com/t/playing-fmod-sound-from-audioclip-has-no-volume/22088>\
**Category:** Unity\
**Tags:** unity\
**Created:** [September 14, 2024, 3:15am UTC](https://qa.fmod.com/t/playing-fmod-sound-from-audioclip-has-no-volume/22088 "2024-09-14T03:15:36Z")\
**Posts on this page:** 1\
**Showing post:** 8

<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [November 19, 2024, 1:25am UTC](https://qa.fmod.com/t/playing-fmod-sound-from-audioclip-has-no-volume/22088/8 "2024-11-19T01:25:54Z")

</div>

You need to create a Unity web request to read a file from an APK. I am finding this works fine for reading a file from the StreamingAssets directory on Android:

```cs
    // Call with StartCoroutine(PlayFromAPK("filename.wav"))
    private IEnumerator PlayFromAPK(string filename)
    {
        UnityEngine.Networking.UnityWebRequest www = UnityEngine.Networking.UnityWebRequest.Get(Application.streamingAssetsPath + "/" + filename);

        yield return www.SendWebRequest();
        byte[] loadWebResult = www.downloadHandler.data;

        CREATESOUNDEXINFO soundinfo = new CREATESOUNDEXINFO();
        soundinfo.cbsize = Marshal.SizeOf(typeof(CREATESOUNDEXINFO));
        soundinfo.length = (uint)loadWebResult.Length;

        ERRCHECK(FMODUnity.RuntimeManager.CoreSystem.createSound(loadWebResult, MODE.OPENMEMORY, ref soundinfo, out Sound sound));
        ERRCHECK(FMODUnity.RuntimeManager.CoreSystem.playSound(sound, new ChannelGroup(), false, out Channel channel));
    }

    public static void ERRCHECK(FMOD.RESULT result)
    {
        if (result != FMOD.RESULT.OK)
        {
            UnityEngine.Debug.Log(result);
        }
    }

```

Can you please give that a shot and let me know if you are still having trouble loading the file?

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