Sound started through an Audio Track in a timeline doesn't stop when game is paused nor do they take the relative volume of the Sound component into consideration. Perhaps AC could have it's own Sound Track that that derives from AudioTrack and brings these features in?
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Comments
Best to rely on Unity's own Audio track, since it comes with scrubbing and waveform display features that would have to be re-invented otherwise.
Volumes and pause states can be set through script: https://adventure-creator.fandom.com/wiki/Pausing_Timeline_audio