# AUDIO::_0x79F9C57B8D0DFE90

- **Hash:** `0x79F9C57B8D0DFE90`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x79f9c57b8d0dfe90`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x79F9C57B8D0DFE90

## Signature

```c
BOOL _0x79F9C57B8D0DFE90(const char* convoRoot, AnimScene animScene);
```

## Parameters

- `convoRoot` (`const char*`)
- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Only used in R* SP Script cv_mus_shared

## Usage

### Lua

```lua
local retval = N_0x79f9c57b8d0dfe90(convoRoot, animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79F9C57B8D0DFE90, convoRoot, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x79f9c57b8d0dfe90(convoRoot, animScene);

// by hash
const retval = Citizen.invokeNative('0x79F9C57B8D0DFE90', convoRoot, animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x79F9C57B8D0DFE90, convoRoot, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0x79f9c57b8d0dfe90` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
