Load raw binary resources into USoundNode

I’ve created a custom USoundNode node implementation for a a custom audio source plugin, namely an implementation of Crankcase Audio’s runtime (www.crankcaseaudio.com )

This player requires a binary resource be loaded that isn’t recognized by Unreal. I would like to be able to

a) Import the resource into Unreal’s system. I often use workarounds in Unity whereby I force the end user to use .txt extensions and simply load the binary resource at runtime.

b) I need to link the resource to my USoundNode object. I’m can do this this loosely via a Text field, or tightly via linking the Node to the txt resource (similar to a Wave to a Wave file)

I’d like to know

  1. what is the suggested path for this implementation and
  2. What are the classes involved for representing the assets and linking the resources together.
  3. Are there any examples online of people loading binary resources? I’ve yet to find something that suits by needs.

Cheers in advance.