Reload Sounds dont work

mmkay this is getting REAAALLLLYYY ANNOYING.
about a month ago before the update, my reload sounds on my SWEP worked perfectly fine. now they dont even WORK!
Can someone please tell me whats wrong with it?

//General Variables\
SWEP.AdminSpawnable = false
SWEP.ViewModelFOV = 64
SWEP.ViewModel = “models/weapons/v_gm_smg.mdl”
SWEP.WorldModel = “models/weapons/w_gm_smg.mdl”
SWEP.AutoSwitchTo = false
SWEP.Slot = 0
SWEP.HoldType = “smg”
SWEP.PrintName = “Sweptest”
SWEP.Author = “Kruel Kramer”
SWEP.Spawnable = true
SWEP.AutoSwitchFrom = false
SWEP.FiresUnderwater = false
SWEP.Weight = 5
SWEP.DrawCrosshair = true
SWEP.Category = “My Swep”
SWEP.SlotPos = 0
SWEP.DrawAmmo = true
SWEP.ReloadSound = Sound (“weapons/ngm_smg/ngm_smg_reload.wav”)–DOES NOT
–WORK AHHH!
SWEP.Instructions = “Shoot”
SWEP.Contact = “none”
SWEP.Purpose = “lols”
SWEP.base = “weapon_base”
//General Variables\

//Primary Fire Variables\
SWEP.Primary.Sound = (“weapons/ngm_smg/nsmg_shot.wav”)
SWEP.Primary.Damage = 2
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 50
SWEP.Primary.Ammo = “pistol”
SWEP.Primary.DefaultClip = 250
SWEP.Primary.Spread = 0.4
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Recoil = 0.1
SWEP.Primary.Delay = 0.05
SWEP.Primary.Force = 20
//Primary Fire Variables\

//Secondary Fire Variables\
SWEP.Secondary.NumberofShots = 0
SWEP.Secondary.Force = 0
SWEP.Secondary.Spread = 0
SWEP.Secondary.Sound = “Weapon_Pistol.Single”
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “Pistol”
SWEP.Secondary.Recoil = 0
SWEP.Secondary.Delay = 0
SWEP.Secondary.TakeAmmo = 0
SWEP.Secondary.ClipSize = 0
SWEP.Secondary.Damage = 0

function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
self:SetWeaponHoldType( self.HoldType )
end

function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 0
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self.Weapon:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end

function SWEP:SecondaryFire()
return false
end

someone PLEASE tell me HOW I FIX THIS?

I cant even start to tell you how wrong this …erm…script… is.

well it cant be THAt wrong, cosidering it works perfectly except for the reload sound

Use lua tags next time. Are you sure the sound actually exists?

Definately sure.

[editline]09:16PM[/editline]

Found a Fix.
put Self.EmitSound into the Function SWEP:Reload() and we were all good.
thanks for the help!

[lua]SWEP.ReloadSound = Sound (“weapons/ngm_smg/ngm_smg_reload.wav”)[/lua]
should be
[lua]SWEP.ReloadSound = Sound (“ngm_smg/ngm_smg_reload.wav”)[/lua]

but okay.