Yes, i can second that. Strange it doesn't matter if the actual file's extension name is uppercase, just the string in Blitz3d.
You can of course easily get around it by doing.
chnBackground=PlayMusic(Lower("yourname.WAV")) There is an explanation (and solution) for the freeze/pause feature in the docs.
You can't 'preload' the audio like you can a sound sample via the LoadSound command. Every time you call the PlayMusic command, the file is reloaded and played. This means that if you use the command while some graphics are moving on-screen, you may get a slight pause when the hard drive seeks and grabs the music file. To avoid this, you might want to use the PlaySound/LoopSound commands instead.
i tried to reproduce this freezing feature but couldn't, even though i tried playing a 5 minute wave file. Maybe you need a lot of stuff going on in the scene, or maybe it only happens with certain filetypes?
Also, here is some quick test code i wrote as the PlayMusic example in the docs was only one line.
; Load and play the background music
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera() ;init scene
light=CreateLight()
RotateEntity light,90,0,0
cube=CreateCube()
PositionEntity cube,0,0,5
iniTime=MilliSecs() ;init timer
chnBackground=PlayMusic("media\example.wav") ;load music file
While Not KeyHit(1)
tempTime=MilliSecs()-iniTime ;time sound has been playing
If MilliSecs()>iniTime+8000 ;time in millisecs to reload file
iniTime=MilliSecs() ;update timer
chnBackground=PlayMusic("media\example.wav")
EndIf
If KeyHit(31) ;S key
StopChannel chnBackground
EndIf
If KeyHit(25) ;P key
PauseChannel chnBackground
EndIf
If KeyHit(19) ;R key
ResumeChannel chnBackground
EndIf
TurnEntity cube,0.4,0.3,0.2 ;spin cube
RenderWorld
Text 0,0,"chnBackground="+chnBackground
Text 0,12,"iniTime="+iniTime+" tempTime="+tempTime
Text 0,24,"Press S to Stop, P to Pause, R to Resume"
Flip
Wend