# AUDIO::_0x7455CD705F7E933E

- **Hash:** `0x7455CD705F7E933E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x7455cd705f7e933e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x7455CD705F7E933E

## Signature

```c
void _0x7455CD705F7E933E();
```

## Returns

`void`

## Description

_AUDIO_IS_* - _AUDIO_TRIGGER*

## Usage

### Lua

```lua
N_0x7455cd705f7e933e()

-- always available, by hash
Citizen.InvokeNative(0x7455CD705F7E933E)
```

### JavaScript

```js
N_0x7455cd705f7e933e();

// by hash
Citizen.invokeNative('0x7455CD705F7E933E');
```

### C#

```csharp
Function.Call((Hash)0x7455CD705F7E933E);
```

- This native has no known name, so the runtime exposes it only as `N_0x7455cd705f7e933e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
