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by gmueckl 400 days ago
Games today feature dynamic music with loops and transitions and individual stems that can be remixed at runtime. One prominent example (to me, at least) is "Take Control" playing over the Ashtray Maze in Control. This sounds like an absolutely seamless prog metal song while playing, but it is actually highly reactive to the gameplay - the rapid-fire sequence of battle arenas and fast paced corridors. The player stays in absolute control of the pacing the whole time.
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Similar with Herald of Darkness in Alan Wake 2 "We Sing" level, the song loops through bridges based on how long you take to play through it.

And that's only the most obvious examples - games like Deus Ex and others have featured dynamic music transitions decades ago.

Tetris Effect is also a great example of this. Each movement and rotation of pieces impacts the score and each level has varied genres. One of my favorites is the New York City Jazz level.
Hi-Fi Rush did some of the opposite: the gameplay in certain parts shrinks or stretches so it takes the right amount of time to hit the next musical cue.
Ashtray Maze is a masterpiece and music is core to its experience indeed.
Nier Automata comes to mind of an example, has many versions (musically and lyrically) of the same pieces for each area and transitions between them.
Much like the Need for Speed series (I believe it was introduced in 1998, in the third installment called Hot Pursuit).
Final Fantasy XIV does this a lot. Boss fights' music will often change depending on what phase of the fight you're in, and in some the music will gradually transition to the heroic themes at the right moment.
Take Control is amazing.