HELP Audio (FMOD) not working with client but works with server

So in my multiplayer game, there is this feature where the the server selects a position in the map and all statues in that map rotate towards the hit position.

I also implemented audio for this using FMOD. Basically it switches parameters of the same EventInstance when the statue is rotating and not rotating.

Im using Mirror. The statues have NetworkIdentity, NetworkTransform, and playtesting the game its working fine.

    [SerializeField] EventInstance statueEmitter;
    [SerializeField] EventReference statueSound;
    private bool playedOnce;


    // Start is called before the first frame update
    void Start()
    {
        targetPoint = Vector3.zero;
        statueEmitter = RuntimeManager.CreateInstance(statueSound);
        statueEmitter.start();
        // statueEmitter = GetComponent<StudioEventEmitter>();
        // StopStatueSound();
    }

    // Update is called once per frame
    void Update()
    {
        //raycast to get point, move to ghost script in future
        //moved


        var lookPos = targetPoint - transform.position;
        var rotation = Quaternion.LookRotation(lookPos);

        curAngle = transform.localEulerAngles.y;
        /*staticAngle = transform.localEulerAngles.y;
        curAngle = Mathf.Lerp(staticAngle, rotation.eulerAngles.y, Time.deltaTime*2);
        */
        targetAngle = rotation.eulerAngles.y;

        if (curAngle < targetAngle)
        {
            curAngle += r_speed;
            PlayStatueSound();
            if (curAngle > targetAngle)
            {
                curAngle = targetAngle;
                StopStatueSound();
            }
        }
        else if (curAngle > targetAngle)
        {
            curAngle -= r_speed;
            PlayStatueSound();
            if (curAngle < targetAngle)
            {
                curAngle = targetAngle;
                StopStatueSound();
            }
        }
        
        transform.localEulerAngles = new Vector3(0, curAngle, 0);
        statueEmitter.set3DAttributes(RuntimeUtils.To3DAttributes(gameObject));
    }

    [ClientRpc]public void PlayStatueSound()
    {
        if(!playedOnce)
        {
        playedOnce = true; 
        statueEmitter.setParameterByName("StatueDragging", 1);
        }
    }

    [ClientRpc]public void StopStatueSound()
    {
        playedOnce = false;
        statueEmitter.setParameterByName("StatueDragging", 0, false);
        //Debug.Log("Stopped Sound");
    }

The sound plays perfectly for the server, but the client oftenly hears the statue sound getting replayed as if it was replaying every frame. If the player moves the statues a bit, the sound stops, and then the same sound replaying might happen to other statues.

I also keep getting the error:

RPC Function System.Void StatueRotate::StopStatueSound() called without an active server.
UnityEngine.Debug:LogError (object,UnityEngine.Object)

I reseearched about it and there’s literally nothing I could find on this exact error.

Anyone know what this might be?