How do you Play sound without having to load it In Inspector?

So i’m gonna have many characters of different types, and
they may share sounds they emit.

So dragging sounds to the inspector 1 by 1, for every character type in my scene is tedious.

Can you just access any sound in your Assets and play it from code?

So far what i got is giving me errors saying:
Cannot implicitly convert type UnityEngine.Object to UnityEngine.AudioCLip

using UnityEngine;
using System.Collections;

public class PlaySouuunn : MonoBehaviour  {
	AudioClip vv = Resources.Load("Blow");

void Start(){
		audio.PlayOneShot(vv);
}
void Update(){
    //do an if or whatever statement
	
}
	
}

This one also doesn’t work
AudioSource.PlayClipAtPoint(clip, transform.position);

So is this the line that has the problem?
—> AudioClip vv = Resources.Load(“Blow”);
I got this code from a example online, it was an answer here in UnityAnswers i think.
but they had it in javascript as:

function PlayFile(file: String){ // file name without extension
    var clip: AudioClip = Resources.Load(file);
    // example 1: play with PlayOneShot
    audio.PlayOneShot(clip);
    // example 2: play without an AudioSource component
    AudioSource.PlayClipAtPoint(clip, transform.position);
    // example 3: play with Play
    audio.clip = clip;
    audio.Play();
}

So you see i’m basically doing the same

Auddioclip vv = Resources.Load

and then the play.

And yes i have a Resources folder in my assets folder

You need to cast the return value from Resource.Load into an AudioClip.

AudioClip vv = Resources.Load("Blow") as AudioClip;

Also remember to put the audio clip in a folder called “Resources”, since that is where the Resources.Load expects it to be.

You can try the simple:

AudioSource audio = gameObject.AddComponent < AudioSource > ();

audio.PlayOneShot ((AudioClip)Resources.Load (“blow”));