Yes, but it will require the use of a script.
Scriptname RavenRandomSound Extends ObjectReferenceImport UtilitySound Property RavenCaw AutoFloat Property fWaitMin = 7.0 AutoFloat Property fWaitMax = 18.0 AutoInt SoundInstanceEvent OnLoad() Self.RegisterForSingleUpdate(RandomFloat(fWaitMin,fWaitMax))EndEventEvent OnUpdate() If Self.Is3DLoaded() ; Prevent errors in the logfile SoundInstance = RavenCaw.Play(Self) EndIf Self.RegisterForSingleUpdate(RandomFloat(fWaitMin,fWaitMax))EndEventEvent OnUnload() Self.UnRegisterForUpdate()EndEvent
Create a new script attached to your activator called RavenRandomSound. Open it up, paste in the code above. Save it, which will also compile it, then close it. Now right-click the script and hit properties. For the RavenCaw sound, pick your desired sound effect. It will need to be a http://www.creationkit.com/Sound_Marker, not a http://www.creationkit.com/Sound_Descriptor. Change the fWaitMin and fWaitMax values to something else if my defaults don't suit you. Now save your mod and test it out!
Edit: Just noticed you said you had more than one sound to play. Modifying this script to play one of several different sounds at random should be a pretty good starter project for you!