# AUDIO::_0x580D71DFE0088E34

- **Hash:** `0x580D71DFE0088E34`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x580d71dfe0088e34`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x580D71DFE0088E34

## Signature

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

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`BOOL`

## Description

_IS_SOUND_RUNNING(?)

## Usage

### Lua

```lua
local retval = N_0x580d71dfe0088e34(audioName, audioRef)

-- always available, by hash
local retval = Citizen.InvokeNative(0x580D71DFE0088E34, audioName, audioRef, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x580d71dfe0088e34(audioName, audioRef);

// by hash
const retval = Citizen.invokeNative('0x580D71DFE0088E34', audioName, audioRef, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
