animation – Best practice for play location of projectile sound effects?

I am encountering an issue where I have a bullet that is destroyed on impact which is cutting off my bullet impact sound effect due to the audio source being destroyed. I like the idea of the sounds being attached to the projectile, but not sure if that is best practice.

I can play the sound from an NPC script, but not sure if that will open up other issues. Is this a better approach since the NPC material is “metal” so I should store all the “Metal hit” sound effects on the NPC?

…vs. having to store all material variations of impact on the projectile?