# ANIMSCENE::_RELEASE_ANIM_SCENE_PLAY_LIST

- **Hash:** `0xAE6ADA8FE7E84ACC`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `ReleaseAnimScenePlayList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_RELEASE_ANIM_SCENE_PLAY_LIST

## Signature

```c
BOOL _RELEASE_ANIM_SCENE_PLAY_LIST(AnimScene animScene, const char* playlistName);
```

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = ReleaseAnimScenePlayList(animScene, playlistName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAE6ADA8FE7E84ACC, animScene, playlistName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ReleaseAnimScenePlayList(animScene, playlistName);

// by hash
const retval = Citizen.invokeNative('0xAE6ADA8FE7E84ACC', animScene, playlistName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAE6ADA8FE7E84ACC, animScene, playlistName);
```

- 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.

## See also

- [ANIMSCENE::SET_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/SET_ANIM_SCENE_PLAY_LIST.md)
- [ANIMSCENE::REQUEST_ANIM_SCENE_PLAY_LIST](https://natives.borderlinerp.com/natives/ANIMSCENE/REQUEST_ANIM_SCENE_PLAY_LIST.md)

*Sources: alloc8or RDR3 NativeDB.*
