RedM Natives

_0x580D71DFE0088E34

_IS_SOUND_RUNNING(?)

Hash0x580D71DFE0088E34
Runtime nameN_0x580d71dfe0088e34
NamespaceAUDIO
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0x580D71DFE0088E34(const char* audioName, const char* audioRef);

Parameters

NameTypeDescription
audioNameconst char*—
audioRefconst char*—

Returns BOOL

Description

_IS_SOUND_RUNNING(?)

Usage

Lua
local retval = N_0x580d71dfe0088e34(audioName, audioRef)

-- always works, by hash
local retval = Citizen.InvokeNative(0x580D71DFE0088E34, audioName, audioRef, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0x580d71dfe0088e34(audioName, audioRef);

// by hash
const retval = Citizen.invokeNative('0x580D71DFE0088E34', audioName, audioRef, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x580D71DFE0088E34, audioName, audioRef);
  • This native has no known name, so the runtime exposes it only as N_0x580d71dfe0088e34 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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