Sure:Can you explain what the problem was with the music bug? It drove me nuts and made me give up on at least one KS playthrough
During space flight, the game keeps an "intensity" value that basically corresponds to how much action is going on. The intensity level can be anywhere from 0 to 63, with the values 64 and 65 having special meaning to the music system.
The music system is remarkably data-driven. Each of the stream files is broken up into music tracks (songs), and each track is broken up into very small discrete chunks of audio. A chunk may have data associated with it indicating which other chunks can be played next, depending on the current intensity level and what track the game wants to play. If the game wants to change tracks, it has to wait until it encounters a chunk that supports jumping to the new track. This helps keep music transitions from being too sudden and jarring.
Chunk metadata is also used to indicate the end of a track; one particular marker tells the music system to go back to playing the previous track. Looping tracks (such as the normal spaceflight music or the "returning victorious" music) end with a jump to a previous chunk in the same track (the loop point). The victory fanfare ended with a jump instead of an end-of-track marker. The same was true of the tragedy track (the music that plays if you lose your escort), as I discovered in the Kurasawa system; I fixed that one, too.