How many random sounds are we talking about here? You cant do it directly but you could do it indirectly.
When you right click, trigger a silent die roll, then based on the value of that roll, trigger a specific sound i.e on a 1 play sound A, on a 2 sound B and so on, hence it will be random
That’s how I would do it, too. I think the easiest way for a property match expression to get access to a random result is with a Layer trait; so create a Layer trait with a layer for each sound - no graphics, but each should have a name (not necessary, but easier to read) - and run a bunch of Trigger Actions checking _Name = .
The result of the dice roll is stored as a global Property under the name _result, where is the name given to the component. (Example: A dice button is named “2d6” After a roll of 11, the property name $2d6_result$ will resolve to “11” until the next roll.
Scratch that - how have I never noticed the _result property? It would be just as easy, then, to use a Global Hotkey trait to roll a die, then check the result in your Trigger Actions traits - and more straightforward. Thanks, Tim!