Previously AK was implemented in the Unreal Engine. When a world was being torn down, the Audio was being stopped. AK made an engine change and added a call to the AKDevice to FLUSH, this resulted in the audio being stopped on world tear down.
Now that AK is a plugin for Unreal we have added a listener in the new AKDevice plugins file to listen for when the world is being cleaned up. When this is broadcasted, we call flush on AKDevice and the music is then stopped.
Perhaps this will help someone else.