RedM Natives

_0x0D7FD6A55FD63AEF

p1 is possibly naSpeechAudibility, naSpeechType, or naSpeechEventTypeRequestPriority SKIP_* - START_*

Hash0x0D7FD6A55FD63AEF
Runtime nameN_0x0d7fd6a55fd63aef
NamespaceAUDIO
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x0D7FD6A55FD63AEF(int speechEventType, int p1, BOOL p2);

Parameters

NameTypeDescription
speechEventTypeint—
p1int—
p2BOOL—

Returns void

Description

speechEventType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/naSpeechEventType
p1 is possibly naSpeechAudibility, naSpeechType, or naSpeechEventTypeRequestPriority
SKIP_* - START_*

Usage

Lua
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2)

-- always works, by hash
Citizen.InvokeNative(0x0D7FD6A55FD63AEF, speechEventType, p1, p2)
JavaScript and C#
JavaScript
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2);

// by hash
Citizen.invokeNative('0x0D7FD6A55FD63AEF', speechEventType, p1, p2);
C#
Function.Call((Hash)0x0D7FD6A55FD63AEF, speechEventType, p1, p2);
  • This native has no known name, so the runtime exposes it only as N_0x0d7fd6a55fd63aef (if present in the client snapshot). InvokeNative with the hash always works.

Enums and flags

Sources

alloc8or RDR3 NativeDB

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