bjadams - read the fine print. M4A is fine for iOS. It just needs a codec in windows. Your every-day windows user already can play back wav and mp3 files. But wavs are not considered "music" by AppGameKit, and are larger in file size. MP3's have the looping problem, and there are licensing issues with MP3's as well. TGC has already recommended against using mp3's for that reason.
And Lee, ogg would be good for windows, but NOT if the user has to download and install a codec. I would really hate to go down the same road as DBPro, where a program won't run "out of the box" and the user is frustrated by having to "do something" before the game will run. I guess DirectX is the culprit with that one, they didn't support the DirectX 9 feature set in later versions?
If ogg or M4A codecs can be installed by whatever installer the developer is using, great.
But, if my mp3's loop just fine in Media Player, and they loop great in WinAmp, and they have no pause or click in Irfanview, why can't AppGameKit do the same? It just seems strange, is all.