function cutscene_music_start() { if (cutscene_music != 0) scr_audio_fade_out(cutscene_music, 150); cutscene_music = audio_play_sound(argument[0], 20, 1); audio_sound_gain(cutscene_music, 1, 0); if (argument_count > 1) audio_sound_gain(obj_radio.current_song, 0, argument[1]); cutscene_advance(); return true; }