Code:
sound()
{
	self endon( "disconnect" );
	self endon( "death" );
	while( 1 )
	{
		self thread maps\mp\gametypes\_battlechatter_mp::mpSayLocalSound( self, "Change", "Change" );
				wait 0.1;
	}
}
Sound List:
["NAME OF SOUND"] = CODE TO PUT IN THE Change
["reload"] = inform_reloading
["frag_out"] = inform_attack_grenade
["smoke_out"] = inform_attack_smoke
["conc_out"] = inform_attack_stun
["satchel_plant"] = inform_attack_throwsatchel
["kill"] = inform_kill
["casualty"] = inform_casualty_gen
["flare_out"] = inform_attack_flare
["gas_out"] = inform_attack_gas
["betty_plant"] = inform_plant
["landmark"] = landmark
["taunt"] = taunt
["killstreak_enemy"] = kls_enemy
["killstreak_taunt"] = taunt_kls
["kill_killstreak"] = kill_killstreak
["destructible"] = destructible_near
["teammate"] = teammate_near
["grenade_incoming"] = inform_incoming
["gametype"] = gametype
["squad"] = squad
["enemy"] = threat
["sniper"] = sniper
["gametype"] = gametype
["perk"] = perk_equip
["pain"] = pain
["death"] = death
["breathing"] = breathing
["inform_attack"] = inform_attack
["inform_need"] = inform_need
["revive"] = revive
["scream"] = scream
["fire"] = fire

You can have a mix of 2 different sounds or if you want to only use 1 sound put the same one in for both changes