I would like to create a voice changer app in godot.
I created a minimal recorder in C++ that records mic input into a .wav file. I connected the recorder with GDScript via GDNative interface.
The wav file is output to "user://rec.wav". The file is generated correctly - I'm able to play it in other audio players and also in godot(from res://).
However, when I try to load the file with
load("user://rec.wav") I get the following error
No loader found for resource: user://rec.wav
I'm using godot 3.0.1 that I've build from sources.
What is correct way of loading wav/pcm that is created during runtime?
I'm new to Godot, so it's possible that I've missed something obvious...but I really first searched the docs and qa before asking here.