# AUDIO::_0x0CB3D1919E8D7CBA

- **Hash:** `0x0CB3D1919E8D7CBA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x0cb3d1919e8d7cba`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x0CB3D1919E8D7CBA

## Signature

```c
BOOL _0x0CB3D1919E8D7CBA(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x0cb3d1919e8d7cba(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CB3D1919E8D7CBA, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x0cb3d1919e8d7cba(convoRoot);

// by hash
const retval = Citizen.invokeNative('0x0CB3D1919E8D7CBA', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CB3D1919E8D7CBA, convoRoot);
```

- This native has no known name, so the runtime exposes it only as `N_0x0cb3d1919e8d7cba` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
