(UE3) Ambient Audio Spline - possible for new audio engine?

Hey guys,

https://docs.unrealengine.com/udk/Three/UsingSoundActors.html#AmbientSoundSpline%20Actor

This looks really useful. I know there is a way in UE4 to use a spline + make audio component follow with splines + BP and yeah you can probably fade out 3d sound & fade in 2d sound when distance is small enough but wouldn’t it be nice to have this in engine, like in UE3? :-/ I am also wondering about performance of these solutions.