Almost all of the game's audio was implemented in gold standard, as we decided it was going to be fairly easy. For the most part, it was. The only issue I had was with implementing the combat music, which needed some special attention over all other sfx and music implemented.
Unlike some of the other teams, ours did not have a dedicated SFX artist or musician. As such, I was tasked with finding and implementing the audio for our game. I decided to use services like Pixabay and OpenGameArt to find public domain and copyright free music and SFX. Most audio simply needed to be converted to a .wav file, imported, and attached to an audio node. For things such as walking SFX and attack SFX I coded it so that they play whenever their associated action is triggered. As for the background music, most of that could simply be set to looping and attached to a blueprint within their respective scenes. The only exception to this is the combat music (which is Mars, part of The Planets by Gustav Holst). For the combat music to work, it needed to be persistent across all scenes it was found in. As such, I added a value to the player's save game that stored the playback of the audio. This is then pulled and used to play the audio in the correct position in the next scene.
Another issue I encountered was that the walking SFX would play even when the player was jumping. This was a simple fix, all I had to do was make it so that whenever the player is jumping (a simple boolean in UE), it pauses the walking SFX and plays the jumping SFX. There's no need to unpause the walking SFX either, as that's simply handled by the code already in place.
Audio was overall quite an easy task that only took up about half of my time in Gold Standard. There were some issues with implementing the combat audio, as UE doesn't have a simple solution to getting the playback position of a piece of audio. Instead, you need to bind an event to the playback percent change signal that is fired from an audio, get its duration, multiply it by the percent of the audio, then set that to a variable. While this isn't the biggest issue, it was a bit of a headache to find out how that worked as opposed to how most other engines I've used do it, where audio playback is simply a variable of an audio node / object. Additionally, there are some issues with the audio stuttering between scenes, but there isn't enough time left to try and alleviate this issue. Other than that, there weren't any other issues that came up.