When I instantiate scene it doesn't bring the loaded sfx

Godot Version

4.5

So basically I want to instantiate a new rigidbody2d as I am making a tool where I can mess around with physics and i noticed that it doesnt load the soundstream on the cloned balls

This script is what instantiates the ball

extends Node2D

@onready var physBall = $physBall
@onready var physBallLbl = $physBallLbl

func _on_spawn_btn_pressed() -> void:
	GlobalCounter.physBalls += 1
	var physBallScn = preload("res://Scenes/physBall.tscn")
	var newPhysBallScn = physBallScn.instantiate()
	
	add_child(newPhysBallScn)
	newPhysBallScn.position = Vector2(512.0, 184.0)
	newPhysBallScn.name = "physBall"
	physBallLbl.text = "PhysBalls: " + str(GlobalCounter.physBalls)

This is the code for when my ball hits an object (which its supposed to play a sound)

func _on_body_entered(_body: Node) -> void:
	# When node hits an object
	var randSfx = randi_range(1, 3)
	var basketBallStream = load("res://Assets/Audio/SFX/basketball" + str(randSfx) + ".mp3")
	impactPlayer.stream = basketBallStream
	impactPlayer.play()

Why do you think “it doesn’t bring the loaded sfx”? Are you sure _on_body_entered is running? Do you get any errors?
A RigidBody2D may need contact monitoring enabled and max reports set higher than 0 to emit the signal body_entered.

thank you! my cloned object didn’t have that property enabled