The exploration track is in D at 100 BPM and the combat track is in F sharp at 132, so every time a fight starts the music lurches. Cues written one at a time rarely share the ground a clean switch needs.
Tell Layer which states the level has, in the words your design doc already uses, like an exploration loop, a combat loop and a victory sting. It picks the key, the tempo and the palette for the set first and composes each cue on that ground, so you never retune or time-stretch a track to make it fit.
Shared Ground, Settled Before the First Cue
Music that swaps cues on game state only works when every cue shares a tempo and a key. Nothing in a first cue reveals that a second one is coming, which is why tracks written separately clash at the join. Layer decides the shared ground once and holds it for every cue in the set, and the density and register carry the difference between calm and combat.
Loops in whole bars Each loop is planned to the bar, so it wraps without a gap or a stumble.
Stings with an ending A victory or game-over sting resolves the loop under it, in the same key and tempo.
Each cue has its own job. A menu bed the player sits inside should hold steady, while the gameplay cue is allowed to climb. Combat can run shorter than exploration, because the player's attention is on the fight. The puzzle set above has a bright menu loop, an in-game loop with the same palette and more motion, and a gentle game-over sting.
Wiring the Set
Download MP3 or WAV and wire the cues into your engine or audio middleware. Keep the tempo, the key and the state each cue belongs to with the files, so nobody has to rediscover the plan by ear. See audio generation for more on music generation in Layer.
For cues timed to a scene, see orchestral game music. To score from your art, see music from your game art.