RPC for playing Audio not working with Photon

So I’ve tried multiple angles here and nothing is working. I have even downloaded the Marco Polo tutorial to see how that sync’d audio with RPC’s and the tutorials audio does not work across the network on my machine either (when playing multiple windows and adjusting audio separately to see which if sound is crossing the network)! Maybe it’s just me but who knows. The audio source is attached to the transform that this script is on (the gun) and local sound is working just fine. I have tried to create a stand alone script for sounds and still get the same results. What am I missing? I have several other RPC’s working with no issues including chat, health detection, animation and respawning. Please pardon my sloppy code as I am still learning and this is just a test of functionality, not meant for any real game. Here is what I have so far:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;

public class gunFire : Photon.MonoBehaviour {

public ParticleSystem muzzleFlash;
Animator anim;
public GameObject impactsPrefab;
//define array to get more impact textures in there then do Random.impacts[0,maxImpacts]
GameObject[ ] impacts;
[SerializeField] AudioSource audioSour;
[SerializeField] AudioClip gunSound;

GameObject networkManager;

int currentImpacts = 0;
int maxImpacts = 10;
public float shootingRange = 50f;
bool shooting = false;
public int power = 10;
private float delay = 0;
private float fireRate = .1f;
bool semi = true;
float damage = 25;
PhotonView photonView;
Vector3 playerPosition;
Vector3 playerDirection;

void Start () {

photonView = GetComponent ();
//tried if(photonView.isMine) but doesn’t make a difference
//audioSour = GetComponent ();
audioSour.enabled = true;
anim = GetComponentInChildren ();
impacts = new GameObject[maxImpacts];
for (int i = 0; i < maxImpacts; i++)
impacts = (GameObject)Instantiate (impactsPrefab);
}

void Update () {
if (Input.GetKey (KeyCode.X)) {
if (semi) {
semi = false;
} else {
semi = true;
}
}
if (semi == false) {
if (Input.GetButton (“Fire1”) && Time.time > delay) {
delay = Time.time + fireRate;
muzzleFlash.Play ();
anim.SetTrigger (“fire”);
shooting = true;
photonView.RPC(“GunShot”, PhotonTargets.All);

}
}
if (semi == true) {
if (Input.GetButtonDown (“Fire1”)) {
muzzleFlash.Play ();
anim.SetTrigger (“fire”);
shooting = true;
photonView.RPC(“GunShot”, PhotonTargets.All);
}
}
}
void FixedUpdate(){
if (shooting) {
shooting = false;
firing ();
}
}
void firing(){
RaycastHit hit;
playerPosition = transform.position;
playerDirection = transform.forward;
bulletStart = playerPosition + playerDirection * 1;
if(Physics.Raycast(bulletStart, playerDirection, out hit, shootingRange))
{

if(hit.transform.tag==“Enemy”){
hit.rigidbody.AddForceAtPosition(transform.forward*power,hit.point);

}

if(hit.transform.tag==“Player”){
hit.transform.GetComponent().RPC (“GetShot”, PhotonTargets.All, damage, PhotonNetwork.player.name);
} else {
impacts[currentImpacts].transform.position = hit.point;
impacts[currentImpacts].transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);

}

if(++currentImpacts >= maxImpacts)
{
currentImpacts=0;
}

}
}
[PunRPC]
public void GunShot(){
//audioSour.clip = gunSound;
//audioSour.Play();
audioSour.PlayOneShot (gunSound);
}
}

Ok I actually got something that seems to be working. I had to create an audio source inside the RPC. Defined some of the parameters and so far it’s sounding like it should across the network.
[PunRPC]
public void GunShot(){
AudioSource audioRPC = gameObject.AddComponent ();
audioRPC.clip = gunSound;
audioRPC.spatialBlend = 1;
audioRPC.minDistance = 25;
audioRPC.maxDistance = 100;
audioRPC.Play ();

}