When you approach the ghost, it causes the soundtrack to fade out and replaced by the ghost's theme, and if you move away from the ghost, then it returns to playing the non-ghost music. That much is fine.
However, if you run past the ghost, only briefly touching on the radius of effect the ghost has on the music, it will fade out the main soundtrack loop, briefly fade in the ghost's them, and then fade in a different track from the beginning in the main theme loop.
Since MT 5.8, it has been possible to provide a start_time to music, to allow you to "resume" a song at any offset in the middle, so you can create the illusion that the original song never actually stopped playing and you're just fading back to that track. I used this effect in Piranesi Restoration's WIP music branch to (1) make crossfades between rooms a bit less jarring, and (2) prevent players from getting fatigued of the beginning parts of songs, if they travel between rooms rapidly. You can experience the effect easily by finding a room that has two different themes, like the library, which has different songs on the upper vs. lower floors. The effect also degrades reasonably well if you play it on 5.7.
When you approach the ghost, it causes the soundtrack to fade out and replaced by the ghost's theme, and if you move away from the ghost, then it returns to playing the non-ghost music. That much is fine.
However, if you run past the ghost, only briefly touching on the radius of effect the ghost has on the music, it will fade out the main soundtrack loop, briefly fade in the ghost's them, and then fade in a different track from the beginning in the main theme loop.
Since MT 5.8, it has been possible to provide a start_time to music, to allow you to "resume" a song at any offset in the middle, so you can create the illusion that the original song never actually stopped playing and you're just fading back to that track. I used this effect in Piranesi Restoration's WIP
music
branch to (1) make crossfades between rooms a bit less jarring, and (2) prevent players from getting fatigued of the beginning parts of songs, if they travel between rooms rapidly. You can experience the effect easily by finding a room that has two different themes, like the library, which has different songs on the upper vs. lower floors. The effect also degrades reasonably well if you play it on 5.7.