How you do this will depend on the type of sound effect you're trying to play.
If the bullet sound effect will be a continuous effect, such as a zipping/whooshing sound, one simple way to do this is to put an AudioSource on the bullet with a small radius, and have it loop the sound effect. Then the player will only hear the effect if they are close to the bullet, and the positioning of the audio will always be correct.
If the sound effect will be a sharp crack or something similar that doesn't loop well, or the bullet moves too fast to hear a sound effect that's attached to the bullet, you'll need to use something like raycasts to determine if the sound effect should play and where it should play from.
If you use a raycast, the general process would look like this:
public class BulletSoundPlayer : MonoBehaviour {
[SerializeField] private AudioClip audioClip;
[SerializeField] private LayerMask layerMask;
public void DoCast(Vector3 origin, Vector3 direction) {
if (Physics.Raycast(origin, direction, out var hit, Mathf.Infinity, layerMask)) {
//you'll need to change this line to look for a component or tag that you use
if (!hit.collider.CompareTag("PlayerBulletAudioZone")) return;
//you might replace this with code that spawns a pooled
//AudioSource instance at the given point
AudioSource.PlayClipAtPoint(audioClip, hit.point);
}
}
}
Here we check if the bullet's path intersects a collider with the tag "PlayerBulletAudioZone". If so, we play the audio clip at the intersection point. This approach is very simple and won't always give the most realistic results, but should be a good enough start.