switch (room)
{
case rm_dunes_18:
if (instance_exists(obj_transition))
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len); if (instance_exists(obj_audio_fade_helper)) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd; }(dynamic_song, 600);
audio_sound_gain(current_song, 1, 400);
}
break;