You can get it from here.
Description and features:
My dynamic music script allows the developer to switch between different variations of a track using variable changes and a simple, customizable naming system. When the player triggers a change to the specified variable (e.g., losing enough health on obstacles, encountering a puzzle, or entering a dangerous area) a new variant of the track is queued without restarting, subtly using music to indicate where and what situation is happening in an area. It can be useful for many types of games, such as Zelda-style games with action battle systems or adventure games with puzzles and enemies you must avoid.
- Use variations of a track (e.g. “Forest”, “Forest1″, “Forest2″; or “Forest”, “ForestPuzzle”, “ForestCombat”) and have them cue automatically with just a variable change.
- Almost seamless; there is a small crossfade between tracks done by the engine (if I could find a way to disable it I’ll add the feature in the future but it’s plenty useful as-is)
- Customize the naming scheme (default is numeric), the number of variations the scripts supports (default is 4), and the variable used to switch between track variations (default is Variable 1).
- Works with F12 restart!
- Only works with OGG and PCM (WAV) files, as Mp3s and midis do not give the data required for the transition to work properly.
Notes and Credit:
The script is free for non-commercial use and commercial use, just provide me with credit and a link to the script so others can share. If you have any comments or suggestions, let me know! I’ll gladly fool around with the script in my spare time.
Note that this script is best with custom music, as dynamic music is actually quite rare in games and almost unheard of in RPG Maker games. It’s meant to improve ambience by having certain elements of the arrangement play only under certain circumstances, within the arrangement (like Soul Reaver‘s music engine, which inspired the script).