Quote: "So if I were to just use that script and just put in my sound file where you said YOURSOUND, it would work fine?"
Yes. Here is an example test script I used to ensure it works:
pickup_randomsound.fpi
;Artificial Intelligence Script
;Header
desc = Pickup Item
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pickedupanitem.tga,hudname=itemprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=40,random=5:state=1,playertake,activateifused=1,coloff,plrsound=audiobank\NorthernFox\Egyptian\AT1\bosses\spider-00.ogg,hudshow=itemprompt,hudfadeout=itemprompt
:state=10,plrdistwithin=40,random=15:state=1,playertake,activateifused=1,coloff,plrsound=audiobank\NorthernFox\Egyptian\AT1\camel.ogg,hudshow=itemprompt,hudfadeout=itemprompt
:state=10,plrdistwithin=40,random=25:state=1,playertake,activateifused=1,coloff,plrsound=audiobank\animals\horse_whinny_1.ogg,hudshow=itemprompt,hudfadeout=itemprompt
:state=1:rundecal=5
;End of Script
I attach to the item(s) main script (ensure they are dynamic). 5 items were placed and each time I picked up an item, the sound was random. You can either use "sound=x" or "plrsound=x".
There's no problem that can't be solved without applying a little scripting.