my jihad bomb wont play sound wants wrong?

it wont play the sound when it blows up. tell me if there any other problems to


SWEP.HoldType			= "grenade"

if CLIENT then
	SWEP.PrintName	 = "Jihad Bomb"
	SWEP.Slot		 = 6

	SWEP.Icon = "VGUI/ttt/icon_c4"
end

SWEP.Base				= "weapon_tttbasegrenade"

SWEP.Kind = WEAPON_EQUIP1
SWEP.WeaponID = AMMO_MOLOTOV

SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.InLoadoutFor = nil
SWEP.LimitedStock = true
SWEP.AllowDrop = true
SWEP.IsSilent = false
SWEP.NoSights = true

SWEP.ViewModel			= "models/weapons/v_jb.mdl"
SWEP.WorldModel			= "models/weapons/w_jb.mdl"

SWEP.Weight			= 5
SWEP.AutoSpawnable      = false

SWEP.Primary.ClipSize		= -1
SWEP.Primary.DefaultClip	= -1
SWEP.Primary.Automatic		= false
SWEP.Primary.Ammo			= "none"
SWEP.Primary.Delay			= 3

SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic	= false
SWEP.Secondary.Ammo			= "none"

/*---------------------------------------------------------
	Reload taunts
---------------------------------------------------------*/
function SWEP:Reload()	
	
	
	local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )

	self.Weapon:EmitSound( TauntSound )
	
	// The rest is only done on the server
	if (!SERVER) then return end
	
	self.Weapon:EmitSound( TauntSound )
	


end


/*---------------------------------------------------------
   Think does nothing
---------------------------------------------------------*/
function SWEP:Think()	
end


/*---------------------------------------------------------
	PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)

	
	local effectdata = EffectData()
		effectdata:SetOrigin( self.Owner:GetPos() )
		effectdata:SetNormal( self.Owner:GetPos() )
		effectdata:SetMagnitude( 8 )
		effectdata:SetScale( 1 )
		effectdata:SetRadius( 16 )
	util.Effect( "Sparks", effectdata )
	
	self.BaseClass.ShootEffects( self )
	
	
	// The rest is only done on the server
	if SERVER then
		timer.Simple(2, function() self:Asplode() end )
		self.Owner:EmitSound( "siege/jihad.mp3" )
	end

end

--The asplode function
function SWEP:Asplode()
local k, v
	
	// Make an explosion at your position
	local ent = ents.Create( "env_explosion" )
		ent:SetPos( self.Owner:GetPos() )
		ent:SetOwner( self.Owner )
		ent:Spawn()
		ent:SetKeyValue( "iMagnitude", "250" )
		ent:Fire( "Explode", 0, 0 )
		ent:EmitSound( "siege/WTFbomb.mp3", 500, 500 )
		
		self.Owner:Kill( )
		self.Owner:AddFrags( -1 )
 
		for k, v in pairs( player.GetAll( ) ) do
		  v:ConCommand( "play siege/WTFbomb.mp3
" )
		end

end


/*---------------------------------------------------------
	SecondaryAttack
---------------------------------------------------------*/
if SERVER then

   AddCSLuaFile ("shared.lua");
 
end
 
SWEP.Delay = 3.75
SWEP.Armed = true
 
local ShootSound = Sound ("leeroy.wav");
local SplodeSound = Sound ("explosion1.wav");
 
function Kapoom( ply )

	if ply:Alive() then

		local explode =	ents.Create( "env_explosion" )
		explode:SetPos( ply:GetPos() )
		explode:SetOwner( ply )
		explode:Spawn()
		explode:SetKeyValue( "iMagnitude", "220" )
		explode:Fire( "Explode", 0, 0 )
		explode:EmitSound( SplodeSound, 100, 1 )
	
	end
	
end
 
function SWEP:SecondaryAttack()

	if self.Armed == true then return end

	self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
		
	self.Weapon:EmitSound (ShootSound);
	
	self.Armed = true
		
	timer.Create( "time_before_boom", 3.75, 1, function( )
		
		if self.Owner ~= nil then
		
			Kapoom( self.Owner )
				
		end
			
	end )
	
end

I can only forsee this problem being with the sound being installed in the wrong directory, / installed wrong.