# AUDIO::_0x448F2647DD6F2E27

- **Hash:** `0x448F2647DD6F2E27`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x448f2647dd6f2e27`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x448F2647DD6F2E27

## Signature

```c
void _0x448F2647DD6F2E27(Any p0, Any p1, Any p2, Any p3, Any p4);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

_SET_PED_PLAY_GESTURE_ANIMS? p2 seems to be a flag string used example 
 AI_GESTURES@INSTRUMENTS@FIDDLE@STANDING@MALE@NORMAL

## Usage

### Lua

```lua
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4)

-- always available, by hash
Citizen.InvokeNative(0x448F2647DD6F2E27, p0, p1, p2, p3, p4)
```

### JavaScript

```js
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x448F2647DD6F2E27', p0, p1, p2, p3, p4);
```

### C#

```csharp
Function.Call((Hash)0x448F2647DD6F2E27, p0, p1, p2, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x448f2647dd6f2e27` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
