Level blueprint; fade in/out audio components over time?

Hello! My world uses a day&night system. I wish to have the ambience of birds chirping at daytime, and insects at night.
I have some cues with attenuation setup at spots where I want these to play.
I have a value of 20 to -20 at the moment representing the day&night cycle (20 is midday, -20 is midnight), which I have mapped to 0-1 (0 volume and full volume), and inverse for night effects.

But how do I actually apply the volume multiplier to my sound cues in the level blueprint?

Edit: Figured out why I couldn’t find any useful functions, context sensitive was enabled and hid all the relevant audio nodes. I can now manage this easily. Sorry for the useless post!