The impulse applied to solve the contact constraint should give you an idea of how hard/fast two bodies collide. This is what you’d normally use to determine things such as impact sounds.
There seems to be a bug with fetching the applied impulse from the plugin. It seems to be zero no matter the severity of the collision.
Changing the following line:
eventOut.impulseApplied = floatBuf[offB + 13 + 2];
To:
eventOut.impulseApplied = floatBuf[offB + 13 + 3];
Appears to give, in my opinion, pretty accurate results:
EDIT: @Cedric