Add a Sound after ever Punch Sequence

I’m trying to add sounds to a stand I have and I can’t figure out what I spefically want it to do because it is not like the other ones

I want to add a full sound but make it pause after every punch.

The way the combat system works is it starts L (first punch) goes to LL (Second) and LLL (Third) and I want to add a sound for each hit in the combat sequence

Can anyone help me? this is the localscript and serverscript for punching

Server Script

local rp = game:GetService("ReplicatedStorage")
local Punch = rp:WaitForChild("Punch")

local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local Animations = script:WaitForChild("Animations")
local Meshes = script:WaitForChild("Meshes")

local SSS = game:GetService("ServerScriptService")
local Library = SSS:WaitForChild("Library")
local DictionaryHandler = require(Library:WaitForChild("DictonaryHandler"))

local Damage = 7.5

local plrsHit = {}

local R15 = 
{
		["L"] = Animations.R15.Combat1,
		["LL"] = Animations.R15.Combat2,
		["LLL"]	= Animations.R15.Combat3,
}

local R6 = 
{
		["L"] = Animations.R6.Combat1,
		["LL"] = Animations.R6.Combat2,
		["LLL"]	= Animations.R6.Combat3,
}

function doDamage(Character,humrp,Folder)
	local Hitbox = Meshes:WaitForChild("Hitbox"):Clone()
	Hitbox.CFrame = humrp.CFrame * CFrame.new(0,0,-2)
	Hitbox.Parent = Folder
	
	local weld = Instance.new("ManualWeld")
	weld.Part0 = Hitbox
	weld.Part1 = humrp
	weld.C0 = weld.Part0.CFrame:ToObjectSpace(weld.Part1.CFrame)
	weld.Parent = weld.Part0
	
	Hitbox.Touched:Connect(function(Hit)
		if Hit:IsA("BasePart") then
			if not Hit:IsDescendantOf(Character) then
				local enemyHum = Hit.Parent:FindFirstChild("Humanoid")
				local enemyHumRP = Hit.Parent:FindFirstChild("HumanoidRootPart")
				
				if enemyHum and enemyHumRP then 
					if not DictionaryHandler.findPlayer(enemyHum,"Blocking") then
						--/If the enemy is blocking
						Hitbox:Destroy()

						enemyHum:TakeDamage(Damage)

						if not plrsHit[enemyHum] then
							DictionaryHandler.addTo(enemyHum,"Stunned")

							plrsHit[enemyHum] = 1.2

							enemyHum.WalkSpeed = 6
							enemyHum.JumpPower = 0

							while wait(1) do
								if plrsHit[enemyHum] > 0 then
									plrsHit[enemyHum] -= 1
								else
									plrsHit[enemyHum] = nil
									DictionaryHandler.removeFrom(enemyHum,"Stunned")

									enemyHum.WalkSpeed = 16
									enemyHum.JumpPower = 50
									break
								end
							end
						elseif plrsHit[enemyHum] then
							plrsHit[enemyHum] = 1.2

							enemyHum.WalkSpeed = 6
							enemyHum.JumpPower = 0	
						end
					else
						--/If the enemy is blocking
						Hitbox:Destroy()
					end
					
				end
			end
		end
	end)
		
end

Punch.OnServerEvent:Connect(function(Player,comSeq)
	local Character = Player.Character
	local Humanoid = Character.Humanoid
	local HumanoidRP = Character.HumanoidRootPart
	
	if not DictionaryHandler.findPlayer(Humanoid,"Stunned") and not DictionaryHandler.findPlayer(Humanoid,"Blocking") and not DictionaryHandler.findPlayer(Humanoid,"Barraging") then
		--if player is not stunned or blocking or Barraging
		local Stand = Character:FindFirstChild("Stand")
		if Stand then
			--if stand is found
			local AnimControl = Stand:FindFirstChild("AnimControl")
			if AnimControl then

				local Controller = Stand.PrimaryPart:FindFirstChild("Controller")
				if Controller then
					local goal = {}
					goal.C0 = Controller.Part0.CFrame:ToObjectSpace(Controller.Part1.CFrame)
					goal.C1 = Controller.Part0.CFrame:ToObjectSpace(Controller.Part1.CFrame * CFrame.new(0,0.25,-3))
					local info = TweenInfo.new(.1)
					local Tween = TweenService:Create(Controller,info,goal)
					Tween:Play()

					--/Animation to be played
					local Action 

					local HumanoidType = AnimControl:FindFirstChild("HumanoidType")
					if HumanoidType.Value == "R15" then
						Action = AnimControl:LoadAnimation(R15[comSeq])

					elseif HumanoidType.Value == "R6" then
						Action = AnimControl:LoadAnimation(R6[comSeq])

					end
					Action:Play()
					DictionaryHandler.addTo(Humanoid,"Punching")

					local Folder = Instance.new("Folder",workspace)
					Folder.Name = "Effects"
					Debris:AddItem(Folder,.5)

					local stand_Humrp = Stand:FindFirstChild("HumanoidRootPart")
					--/Do Damage Function
					doDamage(Character,stand_Humrp,Folder)

					Action.Stopped:Connect(function()
						spawn(function()
							wait(.1)

							local goal = {}
							goal.C0 = Controller.Part0.CFrame:ToObjectSpace(Controller.Part1.CFrame)
							goal.C1 = Controller.Part0.CFrame:ToObjectSpace(Controller.Part1.CFrame * CFrame.new(-3,1,2))
							local info = TweenInfo.new(.1)
							local Tween = TweenService:Create(Controller,info,goal)
							Tween:Play()
						end)
						
						Punch:FireClient(Player, true)
						wait(0.3)
						DictionaryHandler.removeFrom(Humanoid,"Punching")
					end)
				end
			end
		else
			--if stand is not found

			Punch:FireClient(Player, false)
		end
	else
		Punch:FireClient(Player, false)
	end
end)

Local Script

local Player = game:GetService("Players").LocalPlayer

local rp = game:GetService("ReplicatedStorage")
local Punch = rp:WaitForChild("Punch")

local UIS = game:GetService("UserInputService")


local debounce = false

local comSeq = ""

local currTime = 0
local prevTime = 0

local cds = 
{
		cd1 = .1;
		cd2 = 2;
}

UIS.InputBegan:Connect(function(input,isTyping)
	if isTyping then
		return
	elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
		if debounce == false then
			debounce = true
			currTime = os.clock()
			
			local passTime = currTime - prevTime
			if passTime < 1 then 
				comSeq = comSeq.."L"
				
				if string.len(comSeq) > 3 then
					comSeq = "L"
				end
			else
				comSeq = "L"
			end
			Punch:FireServer(comSeq)

		end
	end
end)

Punch.OnClientEvent:Connect(function(canPunch)
	if canPunch then
		--Player has Stand Equipped
		prevTime = currTime
		wait(cds.cd1)
		debounce = false
	else
		--Player doesn't have Stand Equipped
		wait(cds.cd2)
		debounce = false
		

	end
end)