# Adding and Destroying sounds with Behavior Tree Tasks

**URL:** <https://forums.unrealengine.com/t/adding-and-destroying-sounds-with-behavior-tree-tasks/2062083>\
**Category:** Blueprint\
**Tags:** behavior-tree-task, unreal-engine, question\
**Created:** [October 10, 2024, 5:03pm UTC](https://forums.unrealengine.com/t/adding-and-destroying-sounds-with-behavior-tree-tasks/2062083 "2024-10-10T17:03:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![MaximilianMander](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MaximilianMander](https://forums.unrealengine.com/u/MaximilianMander)\
**Post date:** [October 10, 2024, 5:03pm UTC](https://forums.unrealengine.com/t/adding-and-destroying-sounds-with-behavior-tree-tasks/2062083/1 "2024-10-10T17:03:33Z")

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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?
