# AUDIO::_0x864A842B86993851

- **Hash:** `0x864A842B86993851`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x864a842b86993851`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x864A842B86993851

## Signature

```c
void _0x864A842B86993851(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Not implemented.

## Usage

### Lua

```lua
N_0x864a842b86993851(ped)

-- always available, by hash
Citizen.InvokeNative(0x864A842B86993851, ped)
```

### JavaScript

```js
N_0x864a842b86993851(ped);

// by hash
Citizen.invokeNative('0x864A842B86993851', ped);
```

### C#

```csharp
Function.Call((Hash)0x864A842B86993851, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0x864a842b86993851` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
