3 questions about fire-and-forget sound

Dear experts,

  • For Blueprint, when we add a Play
    Sound 2D node and selected a sound
    asset, is this asset to be loaded at
    the very beginning of the game in the
    synchronous way?

  • For C++, which is the best place to
    store USoundWave* of the
    fire-and-forget sounds? They are not
    audio components so they shouldn’t be
    added to actors. Then should we add
    them to some persistent data such as
    game mode?

  • I’m a bit confused about the
    documentation of
    FStreamableManager::RequestAsyncLoad().
    Objects will be strongly referenced
    until the delegate is called, then
    Unload is called automatically
    ”. Does “automatically” here mean some time later when the asset is no longer referenced by any objects?

Thanks!