Adding and Destroying sounds with Behavior Tree Tasks

Hello there!
What I am trying to do is, to play multiple long Audiofiles within different tasks within the Behavior tree.
I want Audiofile 1 to stop when either Task 1 gets aborted or when Task 2 starts.

At the moment I am doing: “spawn Sound at Location” and use the “stop audio component”-function to stop the audiofile.
The “destroy component”-function doesn’t stop the sound.

But I am not able to use the “stop audio component” from another task. Maybe it could work over an BlackBoard-Key?

How would you start and stop multiple audiofiles based on the task that is running within your behavior tree?