# AUDIO::_0x1E6F9A9FE1A99F36

- **Hash:** `0x1E6F9A9FE1A99F36`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x1e6f9a9fe1a99f36`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x1E6F9A9FE1A99F36

## Signature

```c
void _0x1E6F9A9FE1A99F36(const char* audSpeechEvent);
```

## Parameters

- `audSpeechEvent` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1e6f9a9fe1a99f36(audSpeechEvent)

-- always available, by hash
Citizen.InvokeNative(0x1E6F9A9FE1A99F36, audSpeechEvent)
```

### JavaScript

```js
N_0x1e6f9a9fe1a99f36(audSpeechEvent);

// by hash
Citizen.invokeNative('0x1E6F9A9FE1A99F36', audSpeechEvent);
```

### C#

```csharp
Function.Call((Hash)0x1E6F9A9FE1A99F36, audSpeechEvent);
```

- This native has no known name, so the runtime exposes it only as `N_0x1e6f9a9fe1a99f36` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
