Good to know the plugin is working for you now. As far as the error sound effect the plugin is built so if you try to use an item that would have no effect (example: using a healing potion while at full HP) it will play the error sound effect and won't use the item. Try losing some HP and using the item again or try creating an item which executes a common event for even further flexibility. I thought it was logical to disallow players from using items that aren't needed.
If you wanted to bypass this entirely you could set up a common event for any item you wish and event the results you're looking for. In the item database set the Effect of the item to target a Common Event.
Set up a common event to handle whatever tasks you want your item to handle like so.
The above example shows how to set up a consumable common event item, the below example shows you how to set up a common event for an item which isn't consumable so that you can choose what happens when an item fails to be used with the freedom of using an event.
Creating an item like this would allow a ton of freedom for your items and you can even make it so the item itself is not consumable in the database and check whatever conditions you want inside the common event and if it passes then removes the item if item use was successful.
Take note of the differences between the two different items in the database screenshots. (Consumable No. Animation None.)
I forgot to throw the desired animation into the common event below but you can get the idea of what's going on.
The 2nd common event example would only 'consume' the item if Harold is affected by Rage or else it would play an error sound effect.
This is just a basic example I threw together you can get much more clever in how you set up your common events for active items.
(Again using common events is optional but I find it to be very handy in some cases.)
If this isn't the problem you're having then I'd need to see a screenshot of the item in the database to understand what is happening.