I have updated the code but still no sound

, maybe i am using the "if" function wrong?
code:
//////////////////////////////////////////////////////////////
var video_mode = 7; // 800x600 pixels
var video_depth = 32; // 32 bit mode
var video_screen = 1; // start the engine in full screen mode
////////////////////////////////////////////////////////////////////////////////////
string work28_wmb = <chartest.wmb>;
SOUND tap2 = <tap.wav>;
////////////////////////////////////////////////////////////////////////////////////
function isometric_camera();
////////////////////////////////////////////////////////////////////////////////////
function main()
{
level_load (work28_wmb);
wait (3); // wait until the level is loaded
// call the desired camera function here
isometric_camera();
}
function isometric_camera() // displays the player from an isometric view aka 3rd person view
{
while (player == null) {wait (1);} // wait until the player is created
camera.tilt = -15; // look down at the player, play with this value
while (1)
{
camera.x = player.x - 150 * cos(player.pan); // 250 = distance between the player and the camera, play with this value
camera.y = player.y - 150 * sin(player.pan); // use the same value here
camera.z = player.z + 80; // place the camera above the player, play with this value
camera.pan = player.pan; // the camera and the player have the same pan angle
wait (1);
}
}
starter tunes()
{
var current_track = 1;
while (1)
{
if (current_track == 1)
{
media_play("TOFTIM.wav", null, 20);
}
while (snd_playing(media_handle) != 1) {wait (1);}
sleep (1);
}
}
action players_code
{
var anim_percentage; // animation percentage
var movement_speed; // player's movement speed
var distance_to_ground; // the distance between player's origin and the ground
player = my; // I'm the player
while (1)
{
my.pan += 6 * (key_a - key_d) * time; // rotate the player using the "A" and "D" keys
vec_set (temp.x, my.x); // copy player's position to temp
temp.z -= 5000; // set temp.z 5000 quants below player's origin
distance_to_ground = c_trace (my.x, temp.x, ignore_me | use_box);
movement_speed.x = 9 * (key_w - key_s) * time; // move the player using "W" and "S"
movement_speed.y = 0; // don't move sideways
movement_speed.z = - (distance_to_ground - 17); // 17 = experimental value
movement_speed.z = max (-35 * time, movement_speed.z); // 35 = falling speed
c_move (my, movement_speed.x, nullvector, glide); // move the player
if ((key_w == off) && (key_s == off)) // the player isn't moving?
{
ent_animate(my, "stand", anim_percentage, anm_cycle); // play the "stand" animation
}
else // the player is moving?
{
ent_animate(my, "walk", anim_percentage, anm_cycle); // play the "walk" animation
}
anim_percentage += 10 * time; // 5 = animation speed
if(my.frame == 4) { ent_playsound(me,tap2,100);}
wait (1);
}
}
code: