does it have some kind of 'high' combat music (stuff like boss appearing and attacking), and can it be possible to use that?
Is it possible to add a feature that detects the enemy (actor) that spots you and use a specific set of music? Like when the mod detects that a Cyberdemon spots you, the mod plays a different set rather than the default one.
Unfortunately, due to how I coded in the format of music packs, adding new features to the music description lump is a great challenge. Not to mention, I am unsure how ultimately compatible it would be to just specify actor names.
For "high" combat music, though, I can try to make an additional type of lamp that is parsed in a different way - not breaking any existing music packs.
Can we request a feature? Like disable the dynamic music or use a specific set for a level. Example Usecase: Using a specific music on Map30.
Sorry, but I fail to see how this would be better than just making a WAD that replaces music. If you feel that the current music doesn't fit the map, you can always change it via keybinds.
Regarding cyber_cool's mod - there are lacks continuation of ambient music playing after end of battle (i mean starting it from moment, where it was interrupted before battle). Doesn't sure if this can be codded, but if it real, this feature will be usefull with long ambient packs (with tracks more then 4 min).
I can try to look into it, but I am pretty sure gzdoom does not support any kind of seeking for music.
Any music pack gives the same error, i guess it's just Lzdoom's problem. better wait for my new laptop.
Well, it is really strange how lzdoom processes file paths differently, but nothing I can do about it.