How to make everyone hear sounds in unity multiplayer using photon ?,How i can make other people hear sounds on unity using photon ?

Hi! Im making fps game. And i don’t know to sync sounds to everyone. Like shooting etc. I mean if you play only you can hear your own shooting sounds. Here is the weapon code i made.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using TMPro;

public class Weapon2Script : MonoBehaviour
{

public GameObject Sound;

public int damage;

public Camera camera;

public float fireRate;

private float nextFire;

public GameObject hitVfx;

public int mag = 60;

public int ammo = 5;
public int magammo = 5;

public TextMeshProUGUI magText;
public TextMeshProUGUI ammoText;

public Animation animation;

public AnimationClip Reload2;

void Start()
{
    magText.text = mag.ToString();
    ammoText.text = ammo + "/" + magammo;
}

void Update()
{
    if (nextFire > 0)
    {
        nextFire -= Time.deltaTime;
    }

    if (Input.GetButton("Fire1") && nextFire <= 0 && ammo > 0 && animation.isPlaying == false)
    {

        

        nextFire = 5 / fireRate;

        ammo--;

        magText.text = mag.ToString();
        ammoText.text = ammo + "/" + magammo;

        Fire();
    }

    if (Input.GetKeyDown(KeyCode.R))
    {
        Reload();
    }

}

void Reload()
{

    if (mag > 0)
    {
        mag--;
        animation.Play(Reload2.name);

        ammo = magammo;
    }

    magText.text = mag.ToString();
    ammoText.text = ammo + "/" + magammo;

}

void Fire()
{

    Instantiate(Sound);

    

    Ray ray = new Ray(origin: camera.transform.position, direction: camera.transform.forward);

    RaycastHit hit;

    if (Physics.Raycast(ray.origin, ray.direction, out hit, maxDistance: 100f))
    {

        PhotonNetwork.Instantiate(hitVfx.name, hit.point, Quaternion.identity);

        if (hit.transform.gameObject.GetComponent<Health>())
        {
            hit.transform.gameObject.GetComponent<PhotonView>().RPC(methodName: "TakeDamage", RpcTarget.All, damage);
        }
    }
}

}