Lightsaber Sound and HoldType

I am back again with another lightsaber problem. So, I am trying to get these sounds to work, but they wont load apparently? I am trying for it to make a sound when you pull the lightsaber out and for it to loop a sound. Also, whenever you hold the lightsaber, it looks as if you are holding it like a gun and doesnt swing like a crowbar. Finally, when you hold it it holds in your left hand, not right. My code:



        killicon.AddFont( "lightsaber_killicon", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )


end

-----------------------Main functions----------------------------
 
-- function SWEP:Reload() --To do when reloading
-- end 
 
function SWEP:JumpReset()
         self.JumpRefire = true
end

function SWEP:Think()
	if self.Owner:KeyDown(IN_JUMP) then
		if self.Owner:IsOnGround() then
			self.Owner:SetVelocity(Vector(0,0,500))
		end
	end
	
         //Jump think
         if self.InAirDmg == 1 then
            local trace = {}
	    trace.start = self.Owner:GetPos()
	    trace.endpos = self.Owner:GetPos() + (self.Owner:GetUp() * -10)
	    trace.filter = self.Owner
	
	    local tr2 = util.TraceLine(trace)

	    self.Owner:SetHealth(self.PrevHP)
	    
	    if tr2.Hit then
	       self.InAirDmg = 0
	       self.JumpRefire = false
               self.Weapon:SetNextSecondaryFire(CurTime() + 0.8)
               self.Weapon:SetNextPrimaryFire(CurTime() + 0.3)

	       if SERVER then self.Owner:EmitSound(Sound("player/pl_pain5.wav")) end
            else
             local ang = self.Owner:GetAimVector()
	     local spos = self.Owner:GetShootPos()

	     local trace = {}
	     trace.start = spos
	     trace.endpos = spos + (ang * 150)
	     trace.filter = self.Owner
	
	     local tr = util.TraceLine(trace)
	 
	     if tr.HitNonWorld and self.JumpRefire == true then
	        self.JumpRefire = false

                local bullet = {}
                bullet.Num=5
                bullet.Src = self.Owner:GetShootPos()
	        bullet.Dir= self.Owner:GetAimVector()
	        bullet.Spread = Vector(0.1,0.1,0.1)
	        bullet.Tracer = 0
	        bullet.Force = 500
	        bullet.Damage = 30
	        self.Owner:FireBullets(bullet)
	        self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)

	        
	        timer.Simple(0.5,self.JumpReset,self)
	        
                if SERVER then self.Owner:EmitSound(Sound("weapons/Is/Is_throw.wav"..tostring(math.random(1,2))..".wav")) end
                if SERVER then self.Owner:EmitSound(Sound("weapons/ls/lightsaber_swing.wav"..tostring(math.random(1,3))..".wav")) end
				
             end
            end
           end
end

function SWEP:Initialize()
util.PrecacheSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
util.PrecacheSound("lightsaber/saberhit.wav")
self:SetWeaponHoldType("melee") 
end
 
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + .50)

local trace = self.Owner:GetEyeTrace()

if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 75 then
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
	bullet = {}
	bullet.Num    = 1
	bullet.Src    = self.Owner:GetShootPos()
	bullet.Dir    = self.Owner:GetAimVector()
	bullet.Spread = Vector(0, 0, 0)
	bullet.Tracer = 0
	bullet.Force  = 0
	bullet.Damage = 30
self.Owner:FireBullets(bullet)
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.Weapon:EmitSound("weapons/ls/lightsaber_swing.wav" .. math.random( 3, 5 ) .. ".wav")
else
	self.Weapon:EmitSound("weapons/ls/ls_throw.wav")
	self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
	self.Owner:SetAnimation( PLAYER_ATTACK1 )
end

end






-------------------------------------------------------------------

------------General Swep Info---------------
SWEP.Author   = "XcoliahX"
SWEP.Contact        = ""
SWEP.Purpose        = ""
SWEP.Instructions   = ""
SWEP.Spawnable      = false
SWEP.AdminSpawnable  = true
-----------------------------------------------

------------Models---------------------------
SWEP.ViewModel      = "models/weapons/v_crewbar.mdl"
SWEP.WorldModel   = "models/weapons/w_anakin_ep2_saber.mdl"
-----------------------------------------------

-------------Primary Fire Attributes----------------------------------------
SWEP.Primary.Delay			= 5	--In seconds
SWEP.Primary.Recoil			= 0		--Gun Kick
SWEP.Primary.Damage			= 30	--Damage per Bullet
SWEP.Primary.NumShots		= 1		--Number of shots per one fire
SWEP.Primary.Cone			= 0 	--Bullet Spread
SWEP.Primary.ClipSize		= -1	--Use "-1 if there are no clips"
SWEP.Primary.DefaultClip	= -1	--Number of shots in next clip
SWEP.Primary.Automatic   	= true	--Pistol fire (false) or SMG fire (true)
SWEP.Primary.Ammo         	= "none"	--Ammo Type
SWEP.Base = "weapon_tttbase"
-------------End Primary Fire Attributes------------------------------------
 
-------------Secondary Fire Attributes-------------------------------------
SWEP.Secondary.Delay		= 120
SWEP.Secondary.Recoil		= 0
SWEP.Secondary.Damage		= 0
SWEP.Secondary.NumShots		= 1
SWEP.Secondary.Cone			= 0
SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic   	= true
SWEP.Secondary.Ammo         = "none"
-------------End Secondary Fire Attributes--------------------------------
function SWEP:Deploy()

self:SetOnSound( "lightsaber/SaberOn" .. math.random( 1, 2 ) .. ".wav" )
		self:SetOffSound( "lightsaber/SaberOff" .. math.random( 1, 2 ) .. ".wav" )

function SWEP:Initialize()
	self.LoopSound = (self.LoopSound or "lightsaber/SaberLoop" .. math.random( 1, 8 ) .. ".wav")
	self.SwingSound = (self.SwingSound or "lightsaber/SaberSwing" .. math.random( 1, 2 ) .. ".wav") end
end

--// File Generated By Fox-Warrior's Resources Generator Version 2.05 \\--

if (SERVER) then
	resource.AddFile( "sound/weapons/ls/lightsaber_swing.wav" )
	resource.AddFile( "sound/weapons/ls/lightsaber_swing.wav" )
	resource.AddFile( "sound/weapons/ls/saberon1.wav" )
	resource.AddFile( "models/weapons/v_crewbar.mdl" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.vvd" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.vvd" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.dx90.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.dx80.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.sw.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.dx80.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.dx90.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.sw.vtx" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.mdl" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber_hilt.phy" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.phy" )
	resource.AddFile( "models/weapons/w_anakin_ep2_saber.mdl" )
	resource.AddFile( "models/weapons/v_crewbar.dx90.vtx" )
	resource.AddFile( "models/weapons/v_crewbar.dx80.vtx" )
	resource.AddFile( "models/weapons/v_crewbar.sw.vtx" )
	resource.AddFile( "models/weapons/v_crewbar.vvd" )
	resource.AddFile( "materials/models/oggmix/fx2ogg.vmt" )
	resource.AddFile( "materials/models/oggmix/fx2ogg.vtf" )
	resource.AddFile( "materials/models/oggmix/fxogg.vmt" )
	resource.AddFile( "materials/models/oggmix/fxogg.vtf" )
	resource.AddFile( "materials/models/oggmix/masogg.vmt" )
	resource.AddFile( "materials/models/oggmix/masogg.vtf" )
	resource.AddFile( "materials/models/oggmix/masogg_f.vtf" )
	resource.AddFile( "materials/models/oggmix/masogg_n.vtf" )
	resource.AddFile( "sound/lightsaber/saberhit.wav" )
	resource.AddFile( "sound/lightsaber/saberhitlaser1.wav" )
	resource.AddFile( "sound/lightsaber/saberhitlaser2.wav" )
	resource.AddFile( "sound/lightsaber/saberhitlaser3.wav" )
	resource.AddFile( "sound/lightsaber/saberhitlaser4.wav" )
	resource.AddFile( "sound/lightsaber/saberhitlaser5.wav" )
	resource.AddFile( "sound/lightsaber/saberloop1.wav" )
	resource.AddFile( "sound/lightsaber/saberloop2.wav" )
	resource.AddFile( "sound/lightsaber/saberloop3.wav" )
	resource.AddFile( "sound/lightsaber/saberloop4.wav" )
	resource.AddFile( "sound/lightsaber/saberloop5.wav" )
	resource.AddFile( "sound/lightsaber/saberloop6.wav" )
	resource.AddFile( "sound/lightsaber/saberloop7.wav" )
	resource.AddFile( "sound/lightsaber/saberloop8.wav" )
	resource.AddFile( "sound/lightsaber/saberoff2.wav" )
	resource.AddFile( "sound/lightsaber/saberoff3.wav" )
	resource.AddFile( "sound/lightsaber/saberon2.wav" )
	resource.AddFile( "sound/lightsaber/saberon3.wav" )
	resource.AddFile( "sound/lightsaber/saberswing1.wav" )
	resource.AddFile( "sound/lightsaber/saberswing2.wav" )
end 

Thanks again everyone!