# AUDIO::_0x295859EB18F48D82

- **Hash:** `0x295859EB18F48D82`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x295859eb18f48d82`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x295859EB18F48D82

## Signature

```c
int _0x295859EB18F48D82(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = N_0x295859eb18f48d82(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x295859EB18F48D82, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x295859eb18f48d82(p0);

// by hash
const retval = Citizen.invokeNative('0x295859EB18F48D82', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x295859EB18F48D82, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x295859eb18f48d82` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
