Collision Audio and Fusion's Client Predictive Physics

I'm looking for patterns folks are using to solve a problem many of us will have.

When a player knocks over a physics crate, I want to play a sound for that collision. In offline games, my approach has been OnCollisionEnter. However, Fusion clients will fire OnCollisionEnter multiple times across sequential or nearly sequential frames. This duplicates the audio clip.

With predictive physics and Fusion's way of doing input, client players can move instantaneously in the scene and not experience any visual lag, even on poor networks. I don't want the sound effects to be triggered by the Host because that would introduce lag on when the sound plays, and also sending that event is unnecessary overhead for something locally cosmetic like a collision sound.

How are folks solving this problem?