Jorunn said:
Ezri had in mind exactly what I wanted to say - certain sound effects or music tracks can definitely add to specific mods; this weekend's barbarian mod was definitely a good example, as the plot called for the use of drums, chanting, etc. and as NPCs and plot crew were already there, I assume that made it somewhat easier to provide. I think that music, used in similar circumstances, can really add to a mod.
I designed the sound f/x and music for the barbarian mod, I had cave water dripping f/x with wind howling through the cavern (and the music for the last two events, from the Mons Regalis, to the War Drums and the Halloween ritual music). At the mod, I had the Ghost Tribe NPCs explain that the tribe would supply the drumming and chanting (explaining the sound f/x) and then with the thunder of hooves and drums f/x, that was explained by the PC's minds reaching a spiritual plane in their vision quest.
I have software that let's me design f/x and shape it with music, plus software that I used for my tabletop game that let's me cue sound f/x and/or music at a single mouse click.
HQ has a long history of using cool sound f/x and music--both live and recorded--with great success.
For my Icenia plot back in 1999/2000, when I designed the awakening of King Gareth apMoire, I put together music for the spectacle and the players absolutely loved it. As the coffin opened with the mists (supplied by a fog machine) swirling around and the dramatic music swelled and the king opened his eyes...it totally worked.
For the theft of Glantri's heart town spectacle, in which the players had to sneak into Black Annis' lair, John Finnegan had a heartbeat sound f/x going and, with the dark queen and her many minions lying alseep, it was totally cool and creepy. You could see the oog awe and intensity in the player's eyes as they stared from the gloom toward the scene.
If f/x and music are done right, it works every time.
As far as ambiance music, there can always be an IG reason for the source of the music (I.E. this cursed doll plays eerie music while it generates monsters, etc.)
But, I think a rather more simple IG reason is all that required: I think that, in a realm where the dead can be resurrected or their spirits magically obliterated, where people can actually move their mind and spirit (read: soul) from their physical body into a golem, where magic weapons can be crafted. where people can hurl actual lightning or fire from their very hands, or cure diseases and wounds magically, where there are instantaneous magical transports, Land Bonds, circles of power, wards, etc...it's not really a stretch of the imagination for there to be magical music devices.
Rather, compared to all the miracles above, I think simple magical music devices would be as common as magic weapons and other magic items...meaning if you have the coin and components, you can create a magic music box (back in the day, they were nicknamed "Bard in a Box").
So, for a tavern frequently visited by dukes, barons, knights and adventurers, all wielding incredible magical items and amazing abilities, it shouldn't be unheard of for said tavern to be able to afford a magic music box.
Considering all that, I don't see having unseen music shattering the false reality we create.