You don’t attach audio tables to programmer instruments. In 2.0 you are able to use audio tables as placeholders (note that it says “Placeholder” above the waveform in the deck), but it doesn’t do anything other than that.
Basically what happens at runtime is the programmer instrument will produce a callback. You can then use this callback to load in an audio file that is bundled into the audio table you’ve built. We have examples on how to do this in our Unity and UE4 integrations:
https://www.fmod.com/resources/documentation-unity?version=2.0&page=examples-programmer-sounds.html