# AUDIO::_0x0D7FD6A55FD63AEF

- **Hash:** `0x0D7FD6A55FD63AEF`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x0d7fd6a55fd63aef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x0D7FD6A55FD63AEF

## Signature

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

## Parameters

- `speechEventType` (`int`)
- `p1` (`int`)
- `p2` (`BOOL`)

## 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

```lua
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x0D7FD6A55FD63AEF, speechEventType, p1, p2)
```

### JavaScript

```js
N_0x0d7fd6a55fd63aef(speechEventType, p1, p2);

// by hash
Citizen.invokeNative('0x0D7FD6A55FD63AEF', speechEventType, p1, p2);
```

### C#

```csharp
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.

## Related enums

- [naSpeechEventType](https://natives.borderlinerp.com/enums/naSpeechEventType.md) — 54 values

*Sources: alloc8or RDR3 NativeDB.*
