Hello there @Player_003!
This reminds me of a similar case from about a month ago:
I think the same principle can be applied here, managing the sound with event handlers inside Niagara. The setup should be something like this:
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First, enable Particle Collision, so the casings hitting the ground are calculated (Particle Update > Collision module)
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Then, add an Audio Module, and assign your sound cue for the casing hit
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From there, setup a play condition, so the sound triggers only when collidiing with the ground (without it, it will sound forever)