getPlayingOffset returns an sf::Time. To get the currently playing sample from this, multiply the number of seconds by the sample frequency. To get the actual sample data, you'll also need to multiply the number of channels.
So, to get the memory for the currently-played sample, it would be something like (for a stereo sound):
// sound and soundBuffer need to already exist and be setup (and playing)
const unsigned int sampleFrequency{ 44100u };
const unsigned int numberOfChannels{ 2u };
const sf::Int16* sampleData{ soundBuffer.getSamples() };
const sf::Time currentPlayingTime{ sound.getPlayingOffset() };
const sf::Uint32 currentSamplePosition{ currentPlayingTime.asSeconds() * sampleFrequency };
const sf::Uint32 currentSampleDataIndex{ currentSamplePosition * numberOfChannels };
sf::Int16 leftChannel{ sampleData[currentSampleDataIndex] };
sf::Int16 rightChannel{ sampleData[currentSampleDataIndex + 1] };
A few important notes though:
1) this isn't mega accurate since the time multiplied is a float,
2) by the time time you do anything with this information, it's almost certain that some other part of the sound is now playing,
3) you can't actually alter a sound buffer so the sound can't be changed.
If you want to process a sound as it plays, you more than likely want to look at using sound streams instead. That way, you can process each chunk as they appear.
https://www.sfml-dev.org/tutorials/2.4/audio-streams.phphttps://www.sfml-dev.org/documentation/2.4.2/classsf_1_1SoundStream.php