You'll need your own commandset, and use a modified command button instead of Colonel Burton's button, since the command buttons control the sound effect.
Since both buttons have the UnitSpecificSound attached to the button.
Code:
CommandButton Command_ColonelBurtonTimedDemoCharge
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityColonelBurtonTimedCharges
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT
TextLabel = CONTROLBAR:TimedDemoCharge
ButtonImage = SSTimedDemo
CursorName = PlaceTimedCharge
InvalidCursorName = PlaceChargeInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo
UnitSpecificSound = ColonelBurtonVoiceModeTimedCharge
End
CommandButton Command_ColonelBurtonRemoteDemoCharge
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityColonelBurtonRemoteCharges
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:RemoteDemoCharge
ButtonImage = SSRemoteDemo
CursorName = PlaceRemoteCharge
InvalidCursorName = PlaceChargeInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge
UnitSpecificSound = ColonelBurtonVoiceModeRemoteCharge
End
just change the 'ColonelBurtonVoiceModeTimedCharge' to 'OfficerVoicePlantRemoteCharge' or whatever sound you want. Then in your commandset for the unit, make sure that the commandbutton's names are included.
Also make sure the new buttons have a unique name, or else Generals will complain.