As I already suggested in your other Thread relating this app: use the player component . Or the Taifun player as this one is capable to loop wav or ogg gapless.
My crystal ball also tells me that the errors may come from a memory overflow because you are trying to play files that are longer than the sound component is capable on some devices.
So put only the Sound.Play block in the Screen.ErrorOccured event and the user will not see the error message. The event is only triggered if an error occurs.
Mono tracks:
Sounds that are played with the sound component should not be longer than 4-5 seconds. But this also seems to depend on the device and the sound quality as well as whether the sound is a stereo or mono track. Since stereo effects are hardly relevant for such short sounds, I would recommend using mono tracks. Unfortunately, the sound component is very opaque in this regard.
The Screen.ErrorOccured event is only there to catch the error. If you leave this block empty, the error will not appear. But then the sound will only be played after the play button has been clicked for the second time. So put the Sound.Play block into it. This solved the issue on my Pixel XL.
In addition, this block is harmless anyway. So you can’t do anything wrong with it (unless there are other errors that we don’t want to assume).