Is this a good, efficient way to validate audio components?

I created a sequence that moves a cube from point A to point B when the player interacts with it. A looping sound is supposed to play when the sequence is moving forward and another looping sound when it's playing backwards. This is done via a simple "Flip Flop" node that is attached to nodes "Play" and "Play Reverse". The firing of sounds is done via events inside the sequence itself. It calls on the custom events inside the blueprint for the cube that I created and it spawns sounds attached to it.

I attached a "Fade Out" node to a custom event at the end of the sequence that fades out the looping sound when the cube reaches the end, but I realized that I could have a potential problem if the player interacts with the cube again before it reaches that event (since interacting with the cube will play the sequence backwards before it reaches the end). It would not reach the event that fades out the sound and, by starting the sequence again, I could have two instances of the same sound playing which is not good.

To remedy this I attached a "Fade Out" node to a custom event at the very start that fades out any looping sounds should the sequence play in reverse and reach the starting point. I got an "Accessed None" error message because it was expecting the other audio component to play as well. I placed two "IsValid?" nodes at the start (for both sounds) and another two at the end to prevent the error message from popping up. These are of course attached to "Fade Out" nodes that check if audio components exist before attempting to do a fade out. That way no errors pop up. I wanted to ask if this is a good method or if there is a better solution?

Images: https://imgur.com/a/g0kt6F4

Any advice is appreciated and as always thanks in advance!