I can get projectiles on a delay but I can't get the shotfire sound on a delay to match up with the projectile delay.  How would I set a shot fire sound delay?
I need at least a three second delay.
//audio
datablock AudioProfile(chordSound)
{
   filename    = "./Chords.wav";
   description = AudioClose3d;
   preload = true;
};
datablock ParticleData(V8GuitarTrailParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.0;
	inheritedVelFactor   = 0.0;
	constantAcceleration = 0.0;
	lifetimeMS           = 2000;
	lifetimeVarianceMS   = 0;
	textureName          = "./Dot";
	spinSpeed		= 100.0;
	spinRandomMin		= 100.0;
	spinRandomMax		= 100.0;
	colors[0]     = "0.9 0.9 0.9 0.8";
	colors[1]     = "0.3 0.3 0.3 0.1";
   colors[2]     = "0.1 0.9 0.0 0.0";
   sizes[0]      = 0.7;
	sizes[1]      = 1.0;
	sizes[2]      = 3.0;
   	useInvAlpha = false;
};
datablock ParticleEmitterData(V8GuitarTrailEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "V8GuitarTrailParticle";
   uiName = "V8 Guitar";
};
datablock ExplosionData(V8GuitarExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;
   emitter[0] = horseRayExplosionEmitter;
   //soundProfile = horseRayHitSound;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 1;
   lightStartColor = "00.0 0.6 0.9";
   lightEndColor = "0 0 0";
};
AddDamageType("V8Guitar",  '<bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar %1',    '%2 <bitmap:add-ons/Weapon_V8Guitar/CI_V8Guitar> %1',1,1);
datablock ProjectileData(V8GuitarProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 40;
   directDamageType    = $DamageType::ERG;
   radiusDamageType    = $DamageType::ERG;
   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
   impactImpulse	     = 000;
   verticalImpulse	  = 100;
   explosion           = V8GuitarExplosion;
   //bloodExplosion        = horseRayExplosion;
   particleEmitter       = V8GuitarTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;
   
   armingDelay         = 3000;
   lifetime            = 3000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.99;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
   
   uiName = "V8 Guitar";
};
//////////
// item //
//////////
datablock ItemData(V8GuitarItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./Guitar.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "V8 Guitar";
	iconName = "./Icon_V8Guitar";
	doColorShift = false;
	colorShiftColor = "0.0 0.7 0.0 1.000";
	 // Dynamic properties defined by the scripts
	image = V8GuitarImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(V8GuitarImage)
{
   // Basic Item properties
   shapeFile = "./Guitar.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.1 0.2 -0.55";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = V8GuitarProjectile;
   projectileType = Projectile;
	//casing = horseRayShellDebris;
	//shellExitDir        = "1.0 -1.3 1.0";
	//shellExitOffset     = "0 0 0";
	//shellExitVariance   = 15.0;	
	//shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 2000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)
   doColorShift = false;
   colorShiftColor = V8GuitarItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	stateName[0]                     = "Activate";
	stateTimeoutValue[0]             = 0.15;
	stateTransitionOnTimeout[0]       = "Ready";
	stateSound[0]					= weaponSwitchSound;
	stateName[1]                     = "Ready";
	stateTransitionOnTriggerDown[1]  = "Fire";
	stateAllowImageChange[1]         = true;
	stateSequence[1]	= "Ready";
	stateName[2]                    = "Fire";
	stateTransitionOnTimeout[2]     = "Smoke";
	stateTimeoutValue[2]            = 0.14;
	stateFire[2]                    = true;
	stateAllowImageChange[2]        = false;
	stateSequence[2]                = "Fire";
	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= horseRayFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= ChordSound;
	stateEjectShell[2]       = true;
	stateName[3] = "Smoke";
	stateEmitter[3]					= horseRaySmokeEmitter;
	stateEmitterTime[3]				= 0.4;
	stateEmitterNode[3]				= "muzzleNode";
	stateTimeoutValue[3]            = 0.0;
	stateTransitionOnTimeout[3]     = "Reload";
	stateName[4]			= "Reload";
	stateSequence[4]                = "Reload";
	stateTransitionOnTriggerUp[4]     = "Ready";
	stateSequence[4]	= "Ready";
};