Game breaks after instantiating particle system

After I instantiate particle system my game starts to lag,duplicate objects,camera stops rotating on X axis,every time I press space it plays sound,teleports me and console is filled with messages like “There are 64 audio listeners”
Here is the code:

`using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Hashtable = ExitGames.Client.Photon.Hashtable;

public class PlayerController : MonoBehaviourPunCallbacks, IDamagable
{
[SerializeField] GameObject CameraHolder;
[SerializeField] GameObject ui;
[SerializeField] Image healthBarImage;

ParticleSystem particle;
public Transform jumpPos;

PlayerManager playerManager;

AudioSource audioSource;

[SerializeField] float mouseSensitivity, sprintSpeed, walkSpeed, jumpForce, smoothTime;
[SerializeField] Item[] items;
Rigidbody rb;
int itemIndex;
int previousitemIndex  = -1;

const float maxHealth = 100;
float currentHealth = maxHealth;

PhotonView Pv;
float VerticalLookRotation;

bool Grounded;
Vector3 smoothMoveVelocity;
Vector3 moveAmount;
void Awake()
{
    audioSource = GetComponent<AudioSource>();
    Cursor.lockState = CursorLockMode.Locked;
    rb = GetComponent<Rigidbody>();
    Pv = GetComponent<PhotonView>();
    playerManager = PhotonView.Find((int)Pv.InstantiationData[0]).GetComponent<PlayerManager>();
    particle = GetComponent<ParticleSystem>();
}

void Start()
{
   if(Pv.IsMine)
    {
        EquipItem(0);
    }
   else
    {
        Destroy(GetComponentInChildren<Camera>().gameObject);
        Destroy(rb);
        Destroy(ui);
    }
}
void Update()
{
    if (!Pv.IsMine)
        return;
    Look();
    jump();

    if(transform.position.y <= -150)
    {
        playerManager.Die();
    }

    for (int i = 0; i < items.Length; i++)
    {
        if(Input.GetKeyDown((i +1).ToString()))
        {
            EquipItem(i);
            break;
        }
    }
    if(Input.GetMouseButtonDown(0))
    {
        items[itemIndex].Use();
        
    }

    if(Input.GetKey(KeyCode.LeftControl))
    {
        walkSpeed = 2.5f;
        sprintSpeed = 2.5f;
        jumpForce = 100;
        transform.localScale = new Vector3(transform.localScale.x, 0.6f, transform.localScale.z);
    }
    if (Input.GetKeyUp(KeyCode.LeftControl))
    {
        transform.localScale = new Vector3(transform.localScale.x, 1.262167f, transform.localScale.z);
        walkSpeed = 5;
        sprintSpeed = 9.55f;
        jumpForce = 500;

    }

}

void Look()
{
    transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensitivity);

    VerticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
    VerticalLookRotation = Mathf.Clamp(VerticalLookRotation, -90f, 90f);

    CameraHolder.transform.localEulerAngles = Vector3.left * VerticalLookRotation;
}

public void SetGroundedState(bool _Grounded)
{
    Grounded = _Grounded;

}
 void Move()
{
    Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;

    moveAmount = Vector3.SmoothDamp(moveAmount, moveDir * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed), ref smoothMoveVelocity, smoothTime);
}
void jump()
{
    if (Input.GetKeyDown(KeyCode.Space) && Grounded)
    {
        ParticleSystem particleINS = Instantiate(particle, jumpPos);

        rb.AddForce(transform.up * jumpForce);
    }
}
void EquipItem(int _index)
{
    if (_index == previousitemIndex)
        return;
    itemIndex = _index;
    items[itemIndex].itemGameObject.SetActive(true);

    if(previousitemIndex != -1)
    {
        items[previousitemIndex].itemGameObject.SetActive(false);
    }
    previousitemIndex = itemIndex;

    if(Pv.IsMine)
    {
        Hashtable hash = new Hashtable();
        hash.Add("itemIndex", itemIndex);
        PhotonNetwork.LocalPlayer.SetCustomProperties(hash);
    }

    

}

public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
{
    if(!Pv.IsMine && targetPlayer == Pv.Owner)
    {
        EquipItem((int)changedProps["itemIndex"]);
    }
}
private void FixedUpdate()
{
    if (!Pv.IsMine)
        return;

    Move();

    rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
}

public void TakeDamage(float damage)
{
    Pv.RPC("RPC_TakeDamage", RpcTarget.All, damage);
    audioSource.Play();
}

[PunRPC]
void RPC_TakeDamage(float damage)
{
    if (!Pv.IsMine)
        return;
    Debug.Log("took damage" + damage);
    currentHealth -= damage;

    healthBarImage.fillAmount = currentHealth / maxHealth;
    if(currentHealth <= 0 )
    {
        Die();
    }
}
void Die()
{
    playerManager.Die();
}
private void OnCollisionEnter(Collision collision)
{
    if(collision.gameObject.tag == "Bouncepad")
    {
        rb.AddForce(transform.up * 1100);
    }
}

}
`

For some reason code here doesnt have spaces but heres whats causing the problem
ParticleSystem particleINS = Instantiate(particle, jumpPos);