Destroying sound in player character replicates to server?

I’m trying to parent a sound to the player character and have it be removed on the player’s client, so only other players can hear the sound play, but for some reason when I remove the sound client side, it replicates to the server.

FilteringEnabled is true in my game. It should not be behaving this way, but okay maybe because the character has it’s NetworkOwner set to the player, so it replicates. But then for some reason when I add an object to the character it does not replicate to the server.

So destroying replicates to the server, but creating does not?

Is there another way to have a sound be hidden for a single client?

Instead of destroying it just do

local plr = game.Players.LocalPlayer

plr.Character['wherever sound is'].Volume = 0

Idk if this’ll work but it should