Background audio in VR

Hi, for my Final Project for the Uni I am thinking about creation of a hybrid system between localized and background noises in Oculus.
For instance, if the player stands in the rain, he should be able to hear separate raindrops around him. But few steps away sound of the rain is just like a noise. This behavior stays the same as the player moves. So basically, rain drops are sound cues that move in space (and change in time) with the player. Background rain noise could consist of just a few mono files.

To be honest, I don’t have much experience with game audio and don’t know where to start from. Is it possible to create it with sources of Unreal/Unite or should I involve Max/MSP as well? Can you recommend any tutorials in the area of this project?
The tough question: is it possible (and necessary) to attach these sounds to the procedural rain drops?
Do you find such an idea interesting/uncommon? If you know about any kind of similar systems, please let me know.

Check out FMOD and their Oculus integration and UE4 plugin. This allows you to do proper binaural audio, make sure you have the most recent Rift software though because they only integrated the audio sdk in the last version or so.