tno.Send("PlayClip", Target.AllSaved, audioClip); will execute locally, too, so you'll have it repeated twice on the sender.
Maybe if you explained what your end goal is we could provide better help. I can't think of many reasons why you'd want to send an entire audio file over the network... Audio files are very big. If the audio file is part of each client (eg; it's somewhere in your Assets folder in Unity) then it's far, far better to just send a little message that says "hey, play this audio file now".