How it works
The system is centralized in ADS Audio Subsystem, a Game Instance Subsystem. Use it from your Blueprints by retrieving that subsystem, then simply tell it which music or sound to play. It then keeps playback going across level changes.
You can prepare its configuration with the AC ADS Audio Parameters component, added to the Player. It notably lets you define music to start automatically for each level and the base Sound Mix to apply.
For music, use the provided functions to start a track, stop it, pause it, or adjust its volume. You can set the fade duration when changing music and lock music changes when your game logic requires it. For sounds, call the playback function with the sound you want. If your game is localized, associate the different versions of your sounds in the provided Data Table, then pass the language to use when playing them.