I'm not at all familiar with Arma editing, but based on my knowledge of OFP scripting it strikes me that if
time > 1 is the only condition of the trigger - and it's set to activate repeatedly - it will activate at 1.0001 seconds, 1.0002 seconds, 1.0003 seconds, 1.0004 seconds and so on until either you quit the mission or your PC crashes.
Besides which, should it not be
this && time > 1?
From the OP I'm assuming that the effect being sought is continuously playing randomly selected music, regardless of saving and coming back to the mission. You'll likely need a global variable for this.
Initialise
WIGG_musicvar as
true in the init file - Arma2 still uses an init file right?
Trigger condition becomes
this && time > 0 && WIGG_musicvar
// random_music.sqf
// deactivate the music variable for now
WIGG_musicvar = false;
// create an array of possible music scripts
_scripts = ["music.sqf", "music2.sqf", "music3.sqf"];
// run one of the scripts at random
[] execVM (_scripts select (floor random count _scripts));
// hint something so we know this has run
hint "test";
// wait an appropriate length of time - however long the music lasts
whatever the arma2 code for waiting is...
// then set the global variable to true again
WIGG_musicvar = true;
Now even if the mission is saved then reloaded, the global variable will definitely be remembered by the engine, and once it's set to true the trigger - if repeating - will activate the script again and again and again, but in a controlled way.
Untested, but see how it goes.