Turning It Up to 11

This post is inspired by a conversation with Walfalcon about music in a game of Mall Rats. This is my own take.
One Song to Rule them All
An area can only be affected by a single song at a time. If multiple sources of music are playing, only the loudest music takes effect.
Don't Mean a Thing if it Ain't Got That Swing
Personal music has no effect. It must shake your bones, reverberate through the floor, fill the air and bind all listeners together in its rhythm.
Sing a Song of Sixpence
A Song is a treasure, a beat-up cassette tape found in the gravel, dusted off, and slammed into the party boombox. They're rare, and wondrous, and wicked.
When the party finds a cassette, the Referee rolls a random effect.
- Wrath - Party deals bonus damage.
- Glory - Once per round, a single party member may take d4 damage to force any dice to reroll.
- Tranquility - Encountered creatures react with +1.
- Seduction - One random creature per encounter reacts with +2.
- Groove - Once per round, a party member may perform a free maneuver.
- Fasttrack - Listeners gain advantage on tests to run and jump.
- Spy Theme - Only the party hears this music. They gain a bonus to hide and sneak.
- Tango - Once per round, a party member may interrupt any action to swap places with any other creature exposed to the music.
(There are definitely other songs out there. Make 'em up.)
Name That Tune
When the party gets a new track, they must find an actual song to play at the table whenever they switch or start a track.
Boss Music
Big-baddies in their lairs often have loud music playing. It usually powers a special effect or ability, and drowns out the party's music. Think of the Juke-Box as an immobile buff-caster.
If the party destroys the Juke Box, the song it plays is ususally destroyed too. If they beat the boss without taking out the Juke Box, they can claim that song for themselves.