The Music Work Unit in the Interactive Music Hierarchy includes two examples of game music to demonstrate both a basic and an advanced integration of interactive music. These interactive music examples show how you can create music that evolves through three distinct States representing the level of intensity of the gameplay:
Stealth: No threat in sight. The player moves quietly through the environment.
Stress: The player is in danger and should hide or escape to avoid trouble.
Fight: Action sequence where the player is attacked by bad guys and fights for his life.