It's clear that this can't work.
First, your pack program is rather inefficient. You type every file name there by hand. Why not use the BGT-internal functions to list all files inside the Sounds folder and add them automatically?
I'd also recommend not to use folders inside the Sounds folder, since folders in pack files can get a little bit tricky.
Now the reason why all this doesn't work in your program. There is so much wrong here which you seemed to mess up...
This statement will include the pack file into the executable when building it.
The set_sound_storage() function explains that, if you want to access this pack file, you'll have to use "*" as parameter, not the name of the pack file, but you're using the following here:
You see the problem here? Right, you include the pack file into the executable, but you don't use it here in any case. Instead you use a file with the name SJ_Simon_Sounds.dat which lies in the executable's directory. Or, more understandable, you include the sounds file twice, but use it only once. So you'll have to decide: do you want to include the pack file into the executable? If yes, use set_sound_storage() with "*" here. If not, then remove the include statement for the pack file.
The bigger problem now is the sound loading.
Your file packer includes lines like those:
This works, but did you read what this actually does?
It uses the error.ogg file inside the soundpath and adds it, but under another name, namely errorbuz. In your game you then want to load a file located under soundpath and called error.ogg. It's just fair that it cannot find any file there if the sounds folder isn't available anymore, because the function now has to look inside the pack file under the name errorbuz, and how should I know that if you don't tell him that?
That's actually the reason why you're missing any sounds when packing your game and removing the Sounds folder.