Playing, Monitoring, & Stopping Sounds C++

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I understand how to simply play a sound:
UGameplayStatics::PlaySound2D(owner, sound_cue_reference, 1.0f, 1.0f, 0.0f);

How do you stop a sound?
How do you tell if a sound is currently playing?

Thank you in advance.

Any answer to this question?

You will need to use an AudioComponent. PlaySound2D is a fire and forget. You cannot stop it from playing. Use an AudioComponent instead.

    UAudioComponent::Play()
    UAudioComponent::IsPlaying()
    UAudioComponent::Stop();

Actually, I found an answer to this question myself on some back water thread on another site because UE4 C++ support is hot garbage. The best way I’ve found to play 2D and 3D sounds is as follows:

// In Constructor. This converts SoundCues in Unreal to something C++ can use

static ConstructorHelpers::FObjectFinder iTeleport(TEXT("/Game/Sound_Cues/Teleport"));
USoundCue* SoundCue = iTeleport.Object;

// When playing 2D sound

UAudioComponent* AudioComponent = UGameplayStatics::SpawnSound2D(this, SoundCue, volume_multiplier);

// When playing 3D sound

UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAtLocation(this, SoundCue, location, FRotator::ZeroRotator, volume_multiplier, pitch_amount, 0.0f, nullptr, nullptr, true);

// Stopping a sound

AudioComponent->SetActive(false);