How do I play audio from one sound at multiple component locations?

Is there a way to play a sound from a single soundwave source and have the audio sound spatialized on multiple components in world space?

For my use case I have some procedurally generated audio being queued into a USoundWaveProcedural with QueueAudio(), the soundwave is then set as the sound for two AudioComponents with SetSound(). The code continues to queue data at a rate sufficient for one audio component to play beautifully, but when it is playing on two audio components it is regularly under-flowing the buffer, three components exacerbates the issue further, and so on.

Creating a sound object for each component fixes this issue, but has drawbacks when done at scale, if there is a better way to do this I would love to hear it.


Would also like to know the solution so much!