Each segment carries an entry cue and an exit cue. When the game asks for combat halfway through a bar, the change doesn’t fire immediately. By default it waits for the current segment’s exit cue, so the switch lands on a musical boundary instead of cutting a note in half.
In a tool like Wwise that waiting is spelled out in a transition matrix — a rule for every move from one state to another. A death might be set to interrupt at once; a victory might be told to let the current phrase finish first. Either way the change is quantised to the beat or the bar, which is why runtime music sounds performed rather than spliced.
Stingers are the punctuation on top: a cymbal swell or a horn hit, held back a fraction so it lands on the next beat. Press the stinger in the demo above and you’ll hear the bed duck under it for a moment — which is the subject of the next section.