Welcome! Your post is tagged UE4 so I assume you’re using Sound Cues, and not MetaSounds with UE5.
In your Sound Cue, you can connect your Wave Player to a Continuous Modulator node, then in the sidebar, under pitch modulation, give it a parameter name and configure the other range values. Then whenever your wind speed changes, you’ll call the SetFloatParameter function on your audio component that’s playing the sound cue and translate your velocity into a pitch value. The InName input needs to match the parameter name you entered in the sound cue exactly or it will not work.