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On Track 10 I found the tag [FREQUENCY:UNCOMMON] with the comment "can also play any time, half as often as the other candidates".
I have no clue what values this tag can have apart from UNCOMMON, but I'd start by copypasting this tag under all track definitions and taking a look at what that does ingame. Then maybe try changing UNCOMMON to COMMON to see if that does something,
https://steamcommunity.com/sharedfiles/filedetails/?id=2900074461
Some other observations:
Gonna stop experimenting for today because I'm getting frustrated, nothing about the music system is properly documented anywhere and I'm currently just throwing ♠♠♠♠ at the wall to see what sticks. It may be possible to increase the frequency at which music triggers by slapping [EVENT] tags for a very common event on all tracks... but the only event tags we know exist are FIRST_CAVERN_OPENED, DEATH_SPIRAL, MEGABEAST_ATTACK, FORGOTTEN_BEAST_ATTACK, TAVERN_MUSIC_PRESENT, TAVERN_DANCE_PRESENT, SIEGE & JUST_EMBARKED, so I'm not seeing that many good options apart from maybe the tavern ones.
Again this is amazing headway so far. Thank you for your diligence.
Hmm, I don't think that's gonna be fruitful. DF Premium uses the fmod API, yes, but unfortunately that doesn't mean there's something like an .fmod file somewhere in the game files that we can just open and tinker around with. It just means that within DF Premium's source code (which we don't have access to), fmod is being used as the sound engine. Not a viable avenue for modding.
I think the most probable solution to proper sound modding will be...
Bit disappointed with the way sound was implemented in DF Premium - I heard that it was gonna have "SoundSense-like features", got too hyped and expected too much. Was hoping that it would be more modding friendly, but now it looks like we'll end up exactly where we were with classic DF and have to use external utilities again to get the best experience. Oh well ¯\_(ツ)_/¯