# AUDIO::_0x4BE3EC91C01F0FE8

- **Hash:** `0x4BE3EC91C01F0FE8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x4be3ec91c01f0fe8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x4BE3EC91C01F0FE8

## Signature

```c
void _0x4BE3EC91C01F0FE8();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0x4be3ec91c01f0fe8()

-- always available, by hash
Citizen.InvokeNative(0x4BE3EC91C01F0FE8)
```

### JavaScript

```js
N_0x4be3ec91c01f0fe8();

// by hash
Citizen.invokeNative('0x4BE3EC91C01F0FE8');
```

### C#

```csharp
Function.Call((Hash)0x4BE3EC91C01F0FE8);
```

- This native has no known name, so the runtime exposes it only as `N_0x4be3ec91c01f0fe8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
