Okay, you're doing it for soundtrack purposes. I'm a little tied up doing animation work to make an example, so hopefully this explains how to do it.
Each of your four clips need to have the full music for the time frame they should represent + the decay that overhangs the end of the bar. Don't worry about the length of the clips--you'll never use it. But this will give the most realistic approach and is how every major studio does things like this. So for this, I'm going to assume each clip is two measures long in 4/4 with a tempo of 140.
First, you need to determine the length of time for your segment. This is solved by 60/140*8 (60/tempo*beats). Store that in a variable.
Now, all you need to do is cue up the next track to play at that regular interval. So 3.428571 repeating. Just have C2 solve it and store the answer in a variable ("length" or whatever)--don't bother using a calculator. I'm going to assume you can come up with your own method for deciding which segment should play next. I keep track of the track currently playing, where it is in context of the piece, and assign the next segment based on that + game parameters.
So on the first play, store the current system time in a variable ("oldtime" or something). Your next segment should play at "oldtime" + "length" time. Don't use the Audio>Play action any more because you can't ensure events will run at the right times. It may not matter for visuals much, but 16ms is quite significant for audio. Now you should use the Audio plugin's Schedule option. Once the other segment is playing and the current system time is far enough beyond the "oldtime", schedule your next segment. Schedule it for "oldtime"+"length" then set "oldtime" to "oldtime"+"length". I suggest delaying when you call the schedule event until as late as you think reasonable so that you can make last-second changes in what track comes next should you need it. So I run my schedule event after something like 'is system time > "oldtime"+"length"- (however long you want. I suggest maybe 200 milliseconds or .2 seconds). This way, it will schedule the next track 200 milliseconds before it's time to start.
I've only tried this with the audio preloaded into memory. I'm not sure if streaming it (ie, putting it in the "Music" folder in C2) will have an effect. I put everything in the "Sounds" folder, personally, and just preload everything I need.
If you're going for mixed-meter stuff, change the "length" variable to a new solution of 60/tempo*beats whenever necessary based on however you determine what track comes next.
I hope this helps!