The ATL offers 5 different control types that give Audio Designers various options in respect to Audio implementation.
Triggers are merely containers that execute all controls that are connected to them. Any number of connections can be grouped into a single trigger.
RTPCs (Real-Time-Parameter-Controls) are used to seamlessly alter a parameter's value on which the Audio Middleware can receive and drive corresponding effects.
Switches can contain any number of states which can be set via code or Flow Graph. An example of a popular switch would be the surface type for character footsteps.
Environments define areas such as AreaBox, AreaShape, AreaSphere or AreaSolid. It allows to drive effect based on the areas like reverb or weapon reflections.
Preloads are requests to load audio specific files into memory. Any number of files can be grouped into a single request.
There is no functionality attached to folders. They are purely there to help structuring the existing Audio Controls.