Add custom audio when enemy attacks

Hi i have an audio_player_device created in my game_manager

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

See Create Your Own Device Using Verse | Unreal Editor for Fortnite Documentation | Epic Developer Community for how to create a verse device.

A Verse-authored creative device that can be placed in a level

game_manager := class(creative_device):

@editable
var AudioPlayer : audio_player_device = audio_player_device{}
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
    # TODO: Replace this with your code
    Print("Hello, world!")
    Print("2 + 2 = {2 + 2}")

I also have a npc_behaviour_basic

using { /Fortnite.com/AI }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Animation/PlayAnimation }
using { /Verse.org/Assets }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Colors/NamedColors }
using { /Fortnite.com/Devices }

Getting started: https://www.epicgames.com/fortnite/en-US/creative/docs/uefn/Verse/onboarding-guide-to-programming-with-verse-in-unreal-editor-for-fortnite

A Verse-authored NPC Behavior that can be used within an NPC Character Definition or an NPC Spawner device’s NPC Behavior Script Override.

wolf_npc_behavior_basic := class(npc_behavior):
BehaviorHelp : BehaviorHelper = BehaviorHelper{}

var Attack1 : animation_sequence = Assets.FANTASY_WOLF_Bite

NPCDamage : float = 10.0

# This function runs when the NPC is spawned in the world and ready to follow a behavior.
OnBegin< override>()< suspends>:void=
    # TODO: Replace this with your code
    if { 
        NPCAgent := GetAgent[]
        NPCChar := NPCAgent.GetFortCharacter[]
        
        #Allows us to tell npcs to go to different place like the pathfinding service in roblox
        NPCNav := NPCChar.GetNavigatable[]

        #Control where npc is looking
        NPCFocus := NPCChar.GetFocusInterface[]

        #Control the npc's animations
        NPCAnim := NPCChar.GetPlayAnimationController[]
    } then {
        NPCSpawnLocation := NPCChar.GetTransform().Translation

        loop {
            Sleep(0.1)
            #Checks if npc is alive
            if (not NPCChar.IsActive[]) {
                break
            }
            if (NewTarget := BehaviorHelp.FindNearestTargetFromPos[NPCChar], NewAgent := NewTarget.GetAgent[]) {
                spawn{NPCFocus.MaintainFocus(NewAgent)}
                NavTarget := MakeNavigationTarget(NewAgent)
                NPCNav.NavigateTo(NavTarget, ?MovementType := movement_types.Walking, ?ReachRadius := 150.0)
                NPCAnim.Play(Attack1)

                Sleep(1.0)

                DistanceDifference := Distance(NPCChar.GetTransform().Translation, NewTarget.GetTransform().Translation)

                if (DistanceDifference < 200.0) {
                    NewTarget.Damage(NPCDamage)
                }
            } 
        }
    }

# This function runs when the NPC is despawned or eliminated from the world.
OnEnd< override>():void=
    # TODO: Replace this with your code
    Print("Goodbye, NPC!")

and i want to play the audio when NPCAnim.Play(Attack1) occurs

Any help would be grateful