another complication i've noticed during recent playtesting is queing combat music when the player draws a weapon near animals - as if they were about to go hunting. its possible to get an encounter, but no visual on the target, then draw you weapon and wander around. when you get close to the animals, the hunting music starts, letting you know you're close, even though you still don't have a visual on the target yet. so starting music when the player looks like they're about to attack won't work - it can be exploited as a "cheat".
i'm planning to rework the encounters so it notifies you when animals enter the area (IE you get an encounter), but it doesn't stop whatever action you're doing. if the animals approach (within 20 feet or so), you'll get a second message that animals are approaching your band member, and they will stop the current action and the AI will go into combat mode (until you takeover manual control of the band member). at that point combat music would start.
another issue i've discovered is avians who fly so fast they fly beyond "turn off combat music" range just doing a flyby before they turn for the next pass. so the music plays for a few seconds as they attack, then stops as they fly off. then they turn and attack again, starting the music again for a couple seconds before they fly out of range again.