Is There a Way to "Render" the sound itself in Blender? I know this sounds like a ridiculous/newbie question, and I know it's been asked before (and yes, I am currently aware that there's no 'official' method for doing this), but is it theoretically possible to obtain data (from, say for example, the collision of objects) and through some elaborate scripting, be able to actually simulate what it would physically "sound" like? And if it were possible, how could it be done?

I can imagine that the adjustment of objects' positions relative to the active camera would be a fairly simple and straightforward place to start out (rapid oscillations based on the locations of each object could simulate sound wave pressures and be delivered straight to headphones), but other sounds appear a bit more complicated because of the way the physics system is already set up, with an emphasis on speed &amp; efficiency rather than complete and total accuracy.

Anyways, I guess my primary question is: how would one go about beginning to script such a thing? Have there been attempts to do this already? Has anyone considered implementing an idea like this to create physically accurate sounds? (rather than taking a sound effect that has no relation to the physical qualities of the object it's ascribed to and using it for that purpose)
There is active research happening in this field currently and Stanford is in the forefront of this research. They presented their work at SIGGRAPH, 2018. I hope soon it can be integrated to Blenderv2.8. Check out their work on the same - 

Paper - https://graphics.stanford.edu/projects/wavesolver/

Video Explanation - https://www.youtube.com/watch?v=2mjPxcE8UDg

Articles - https://engineering.stanford.edu/magazine/article/crash-bam-plop-new-system-brings-sounds-animation-life