Hi @Alwin43535 !
Hope all is well.
The reason your node is unable to stop the sound cue you triggered is because it is unable to find/reference it. This can happen when a sound is triggered with a “Play Sound 2D” node which is more suited for “Fire-and-forget” usages. Also, try setting up the Audio variable’s type as a “Sound Base” object reference. This will help you find it in the content browser:
Regarding the triggering logic, there are a couple ways to accomplish the effect you’re looking for:
1.- Assuming a blueprint and not a widget, one method would involve creating an audio component inside that blueprint, setting its content to the Sound Cue containing the music track, disabling the auto-play checkbox, and then using the audio component’s “Play” and “Stop” nodes to control the track’s playback state.
2.- In the event of it being a widget, another way would also involve spawning the music track with a “Create Sound 2D” node using the “onInitialized” event (so that it calls it upon creating the widget). This will return a reference to the audio instance. Once you have access to that reference, you can then stop/play as needed.
3.- You may also create a “Sound Base” local variable object reference within the widget, set the correct music track within, and then spawn + control using “Create Sound 2D” or “Spawn Sound 2D” nodes which will both return a reference to the sound instance! Please note that Spawn Sound 2D will auto-play the audio being spawned.
Best of luck!

