I want to add a landing sound effect when my character lands on a platform, is there somebody that can help me?

I’ve already added a lot of sound effects in this and other scripts, but I’m not able to figure out how to add a landing sound effect when the player lands on one of the platforms.
(Note: I’ve already added a variable ‘landingSound’.)
This is the current script:

public float moveSpeed;
private float moveSpeedSafe;
public float moveSpeedMultiplier;

public float speedIncreasePoint;
private float speedIncreacePointSafe;

public float speedPointMultiplier;

private float speedPointCount;
private float speedPointCountSafe;

public float jumpForce;

public float jumpTime;
private float jumpTimeCounter;

private bool stoppedJumping; 

private Rigidbody2D myRigidbody;

private bool onPlatform;
public LayerMask whatIsPlatform;
public Transform platformChecker;
public float platformCheckRadius;

/*private Collider2D myCollider;*/

private Animator myAnimator;

public gameManager theGameManager;

public AudioSource jumpSound;
public AudioSource deathSound;

public AudioSource landingSound;

void Start()
{
    myRigidbody = GetComponent<Rigidbody2D>();
    /*myCollider = GetComponent<Collider2D>();*/
    myAnimator = GetComponent<Animator>();

    jumpTimeCounter = jumpTime;

    speedPointCount = speedIncreasePoint;

    moveSpeedSafe = moveSpeed;
    speedPointCountSafe = speedPointCount;
    speedIncreacePointSafe = speedIncreasePoint;

    stoppedJumping = true;
}

void Update()
{
    /*onPlatform = Physics2D.IsTouchingLayers(myCollider, whatIsPlatform);*/

    onPlatform = Physics2D.OverlapCircle(platformChecker.position, platformCheckRadius, whatIsPlatform);

    if(transform.position.x > speedPointCount)
    {
        speedPointCount += speedIncreasePoint;
        speedIncreasePoint = speedIncreasePoint * speedPointMultiplier;
        moveSpeed = moveSpeed * moveSpeedMultiplier;
    }

    myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);

    if (Input.GetKeyDown(KeyCode.Space))
    {
        if(onPlatform)
        {
            myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
            stoppedJumping = false;
            jumpSound.Play();
        }
    }

    if (Input.GetKey(KeyCode.Space) && !stoppedJumping)
    {
        if(jumpTimeCounter > 0)
        {
            myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
            jumpTimeCounter -= Time.deltaTime;
        }
    }

    if (Input.GetKeyUp(KeyCode.Space))
    {
        jumpTimeCounter = 0;
        stoppedJumping = true;
    }

    if (onPlatform)
    {
        jumpTimeCounter = jumpTime;
    }

    myAnimator.SetFloat("Speed", myRigidbody.velocity.x);
    myAnimator.SetBool("onPlatform", onPlatform);
}

void OnCollisionEnter2D(Collision2D other)
{
    if(other.gameObject.tag == "deathFloor")
    {
        theGameManager.RestartGame();
        moveSpeed = moveSpeedSafe;
        speedPointCount = speedPointCountSafe;
        speedIncreasePoint = speedIncreacePointSafe;
        deathSound.Play();
    }
}

You can add a bool that has the state of onPlatform in the frame before. If it changes play the sound.

private bool onPlatformLastFrame = false;
    
void Update()
 {
     /*onPlatform = Physics2D.IsTouchingLayers(myCollider, whatIsPlatform);*/
     onPlatform = Physics2D.OverlapCircle(platformChecker.position, platformCheckRadius, whatIsPlatform);
     if (onPlatform == true && onPlatformLastFrame == false)
         landingSound.Play();
     onPlatformLastFrame = onPlatform;

 ...