# ANIMSCENE::_GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS

- **Hash:** `0x9E036D5204FFBBC8`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimScenePlaybackListPhaseAudioLoadStress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS

## Signature

```c
int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9E036D5204FFBBC8, animScene, phaseName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x9E036D5204FFBBC8', animScene, phaseName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9E036D5204FFBBC8, animScene, phaseName);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
