What the system does not do
ADS Audio System provides persistent playback of music and 2D sounds, music crossfades, an audio-component pool, and localized-variant resolution. It does not replace your project’s audio design.
The system does not create your Sound Waves, Sound Cues, Sound Mixes, Sound Classes, or mixing rules. Those assets, their volume, priority, and routing remain yours to define.
It does not automatically choose which music to play for a gameplay situation. The parameters component can associate music with a level name, but changes related to combat, menus, cinematics, or your own states must be triggered by your Blueprints or code.
The system does not translate or produce localized audio files. The Data Table only associates a source asset with resources you have already created for the locales you choose.
Finally, ADS Audio System does not replace Unreal Engine’s native audio tools, such as MetaSounds, Sound Concurrency, Submixes, or spatialization systems. It can be used with them when your project requires it.