Procedural audio with FMOD

Looking through documentation, I can see how one could create procedural audio, but once an audio file is created, I want it to play on an object, but from I can tell, I believe I need it to play using PlayEventAtLocation, which means I need to get the sound into an event. The sound isn’t going to be an event, its just going a procedurally generated wav file, so how can I get this file to play attached to an object in UE4?

[Edit]
I want to take some time and explain what I need to do. Previous things I’ve done in Unity 4.x. I want to dynamically construct a wav file in game and play it back.

The idea is that you have wav file that plays in game and at any given time I start grabbing data from where the buffer is at until I decide to stop. I take all the data that and place it in a new wav file.

Example like a 20 second file, but I grab the a 7 second audio clip of the data from second 5 through second 12. So my new file is just that. I know you can do similar things in FMOD because I’ve looked at the recording examples and gapless playback examples, etc.

But now I need to migrate this new file that will made in game to UE4. All the plugin files I see accept events only. What is the sound that createSound makes? is it a wav? and fsb? It looks as if all the low level plugin calls in UE4 all require an event to attach to an UObject. I don’t have an event, I just have a sound.

I can’t use designer to make this sound because its dependent on the player at any given time during play.

In Unity, I was able to access the buffer of an audio file, pull data from the buffer for any given time, and create a new file. While pulling data, I would check buffer size and frequency of sound files to make sure I had a gapless playback. (Not perfect, pretty darn close), I’d use the audio functions in Unity to convert my wav file to an audioclip and run it through a sound emitter. It was pretty nice. Because I would keep the original wav file muted, but looping. So the player never knew what they captured.

Since UE4 doesn’t allow access to uncompressed PCM data, I had to use FMOD, but its proving to be just as difficult because either its not documented, or lacks the functionality I want. I need help please.