How to Reliably Access USoundWave PCM Data (with or without FAsyncAudioDecompress)

I am getting warnings and errors when recording audio in-game related to PCM data. I am using a Blueprint project and probably can’t change the code like you did. I am wondering if your solution is related to my errors and if there is some work-around.

Warning: LPCM data failed to load for sound SoundWave /Game/Audio/RecordedSoundWaves/test.test

Warning: Can’t cook SoundWave /Game/Audio/RecordedSoundWaves/test.test because there is no source LPCM data

Failed to retrieve compressed data for format BINKA and soundwave /Game/Audio/RecordedSoundWaves/test.test.

Failed to build BINKA derived data for /Game/Audio/RecordedSoundWaves/test.test

LogAudioDerivedData: Display: No streamed audio chunks found!

Warning: Failed to seek decoder input during initialization: (format:BINKA) for wave (package:/Game/Audio/RecordedSoundWaves/test) to time ‘0.000000’

Error: Failed to find codec (format:BINKA) for wave