Personally, I like to use FMOD to handle procedural audio. For example, I'll have gun blast sounds generated at runtime by FMOD, which takes random selections of predetermined sound components and applying pitch and volume randomizers to them. There's a lot of randomness you can determine in there, which is neat.
FMOD is an audio engine that works as a plugin within Unity (among other game engines). Outside Unity, you'll be preparing your audio in a standalone program. It's fairly straightforward once you get used to it and, in my experience, the learning curve isn't too steep. Check out the setup video and you should be good to go!
FMOD builds to most if not all current platforms--Android is certainly among the available target platforms. Using FMOD is free, but publishing a game with FMOD as its audio engine isn't free per se--check out their
terms for that. The terms are reasonable, just make sure you've read them.
Download page;
Unity integration documentation page.
P.S. Maybe FMOD is one of the programs you've fumbled around with cluelessly, in which case I'm sorry. Quite some of us here know a thing or two about FMOD or related tools though, so we might be able to give advice.