If it's set to one event, it's not going to happen, unless you can make the two into one sound file (possible, but I don't know the software/hardware needed).
What you could do, is create a second event to fire after the first one is done. Probably the easiest way to go about it, in my opinion.
EDIT - what the event does is hold all the sounds possible, and will either go through them in order, or randomly, but not play all of them at once. I have a good 15-20 sounds for "when a player busts out". Definitely don't want all of them to play every time.