I tried various things with DLTP yesterday and at least I think that somewhere has to be a table the game pulls IDs from
essentially it would look like this
to the left, a row of MAP ID ( has to be a 16 bit )
above, a row of Music ID ( the number called when Play Music # ) is used ot CMUSC forces a different music ( should be 8 bit )
where the two meet, the ID of the actual track ( there are less than 256, so it should only 8 bit )
opcode CMUSC can be used to force different music in places but apparently nothing that is not already pre-loaded on the map.
Most maps only have Play Music #0 ( BGM ) and Play Music #1 ( Normal Battle ) as music, so most maps have only loaded two tracks at a time
Since Music #1 is almost always the same track, the entry for that ID should be nearly the same for all fields where enemies can be encountered.
trying to mess around with AKAOs did absolutely nothing, regardless of what was done. so I can say for sure that AKAO does not set music.