The Audio Track obviously works very closely with Audio Clips and is possible to process audio clips without the need to have an Audio Source on the actor (although playing from the Audio Source on the actor is also supported).
The Audio Track has inspector parameters that affect all audio clips played within the audio track.
Audio clips in the Audio Track are able to be trimmed or be looped simply by setting the clip to the desired length. Furthermore, the blend in/out properties in this case control the volume fade in/out that the audio will have.
Audio clips are also able to have subtitles text that will show on screen along with the audio, which makes more sense in the context of an audio clip played within an Actor Group, although it’s quite possible in the Director Group as well. The text transparency will be affected by the blend in and out properties of the clip.
Audio pitch is automatically modulated by the current time scale of the game. As such if you alter the time scale for a slow-motion (or fast-motion) effect, the audio will automatically follow along.
Finally, remember that splitting the clip will retain its offset correctly, thus it’s possible to split a big dialogue audio or music into small partial clips.