Okey, iam the last one who knows how to write a code 

 but is this so difficult, that nobody has done it till now? There are allready a lot of scripts. I think all u need is to have the 4 Importent items: PlayEvent, Ambient, Switch and State. 
Here a code i find in the Net. Maybe we can together find a solution or a overall special event:
{
	uint bankID; 
	// Use this for initialization
	protected void LoadBank () {
	
		AkSoundEngine.LoadBank ("HEREBANKNAME", AkSoundEngine.AK_DEFAULT_POOL_ID, out bankID); 
	}
	
	// Update is called once per frame
	void Update () {
	
	}
	public void PlayEvent (string eventName)
	{
				AkSoundEngine.PostEvent (eventName, gameObject); 
		}
	public void StopEvent (string eventName, int fadeout) 
	{
				uint eventID; 
				eventID = AkSoundEngine.GetIDFromString (eventName); 
				AkSoundEngine.ExecuteActionOnEvent (eventID, AkActionOnEventType.AkActionOnEventType_Stop, gameObject, fadeout * 1000, AkCurveInterpolation.AkCurveInterpolation_Sine); 
		}
	public void PauseEvent (string eventName, int fadeout) 
	{
		uint eventID; 
		eventID = AkSoundEngine.GetIDFromString (eventName); 
		AkSoundEngine.ExecuteActionOnEvent (eventID, AkActionOnEventType.AkActionOnEventType_Pause, gameObject, fadeout * 1000, AkCurveInterpolation.AkCurveInterpolation_Sine); 
	}
	
	public void ResumeEvent (string eventName, int fadeout) 
	{
		uint eventID; 
		eventID = AkSoundEngine.GetIDFromString (eventName); 
		AkSoundEngine.ExecuteActionOnEvent (eventID, AkActionOnEventType.AkActionOnEventType_Resume, gameObject, fadeout * 1000, AkCurveInterpolation.AkCurveInterpolation_Sine); 
	}
}
the Playmaker code for Audio is
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Audio)]
	[Tooltip("Plays the Audio Clip set with Set Audio Clip or in the Audio Source inspector on a Game Object. Optionally plays a one shot Audio Clip.")]
	public class AudioPlay : FsmStateAction
	{
		[RequiredField]
		[CheckForComponent(typeof(AudioSource))]
		[Tooltip("The GameObject with an AudioSource component.")]
		public FsmOwnerDefault gameObject;
		
		[HasFloatSlider(0,1)]
        [Tooltip("Set the volume.")]
		public FsmFloat volume;
		
		[ObjectType(typeof(AudioClip))]
		[Tooltip("Optionally play a 'one shot' AudioClip. NOTE: Volume cannot be adjusted while playing a 'one shot' AudioClip.")]
		public FsmObject oneShotClip;
		
		[Tooltip("Event to send when the AudioClip finishes playing.")]
		public FsmEvent finishedEvent;
		private AudioSource audio;
				
		public override void Reset()
		{
			gameObject = null;
			volume = 1f;
			oneShotClip = null;
		    finishedEvent = null;
		}
		public override void OnEnter()
		{
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (go != null)
			{
				// cache the AudioSource component
				
				audio = go.audio;
				if (audio != null)
				{
					var audioClip = oneShotClip.Value as AudioClip;
					if (audioClip == null)
					{
						audio.Play();
						
						if (!volume.IsNone)
						{
							audio.volume = volume.Value;
						}
						
						return;
					}
					
					if (!volume.IsNone)
					{
						audio.PlayOneShot(audioClip, volume.Value);
					}
					else
					{
						audio.PlayOneShot(audioClip);
					}
						
					return;
				}
			}
			
			// Finish if failed to play sound	
		
			Finish();
		}
		
		public override void OnUpdate ()
		{
			if (audio == null)
			{
				Finish();
			}
			else
			{
				if (!audio.isPlaying)
				{
					Fsm.Event(finishedEvent);
					Finish();
				}
                else if (!volume.IsNone && volume.Value != audio.volume)
				{
					audio.volume = volume.Value;
				}
			}
		}
	}
}how to modify it, that u can use ur audio events, switches aso in playmaker?