I use this method in YOYOZO because it uses “chip tune” music data representing songs composed by my friend Jamie Hamshere using Playdate Pulp.
Please note this is by no means an exhaustive list, rather it’s just the ones I have personally used. In this blog post I’ll go into how I’ve achieved this. The main way I make the music into more than a static track is to apply a dynamic, reactive, or adaptive effect in one way or another.
Whilst I develop games for Playdate these techniques are general enough to apply anywhere. Maybe one day that will change, but until then I’m enjoying gaining more understanding and control of the music in my games.
I mostly use royalty free music of Japanese origin (just because I dig their vibe, man) as in the case of Sparrow Solitaire or Fore! Track or in rare cases I pay friends (like the amazing Jamie Hamshere) to write music specifically for a game as in the case of YOYOZO. The only aspect of game development I’ve not attempted myself is the music.