Calculating rotational acceleration of a player character using blueprints?

Hey guys, I’m currently trying to trigger non-diagetic sound effects depending on the rotational acceleration of a player character (I think that all makes sense).
The aim of this is to trigger different cloth foley sound effects as the player looks around. The best example of something similar would be in Alien Isolation, where the faster the acceleration of the player character as they rotate, the louder and busier the foley sample played is. Here’s a quick example I recorded:

Is it possible to do this using blueprints? I’ll be outputting the number into FMOD and know how I would go about that side of things, but I’m totally stuck when it comes to how I would accomplish the UE4 side.