I had to add a codec to Windows 7 Pro to get M4A to play.
I'm surprised and disappointed that WMA doesn't work via AppGameKit in Windows. That's a major bummer!
I believe VLC and Winamp and such have their own decoders built in for the most part. I could be wrong, but I've often had files play in VLC that won't in Windows Media player. I think they use software decoding to do that instead of hardware decoding, which is, I believe, what requires the codec.
Maybe there is a possibility that AppGameKit could have its own software decoder for OGG so that files work on all platforms. I think OpenSL might do this. But it's all a bit beyond my understanding.
wooo
After a bit of digging I found out this:
AGK uses DirectX for audio on Windows (not sure what on Mac) and openAL on mobile.
From microsoft I found:
Quote: "Audio formats. Music and sound effects can be stored in a variety of digital formats for your game. There are uncompressed formats, like WAV, and compressed formats like MP3 and OGG. The more a sample is compressed -- typically designated by its bit rate, where the lower the bit rate is, the more lossy the compression -- the worse fidelity it has. Fidelity can vary across compression schemes and bit rates, so experiment with them to find what works best for your game."
It certainly doesn't have a definitive list of formats to tell us! But from that statement it looks like OGG should be safe. I know I had to install a codec for W4A so I know it is not safe.
So... I think the only issue with OGG is iOS and maybe Mac. I don't really have time to set up a project for Mac just to test M4A, but if someone does it and wants to send the DMG file to me I'll give it a shot on my Mac which has nothing extra installed. Same goes for M4A.