# AUDIO::_0x8D29FDF565DED9AE

- **Hash:** `0x8D29FDF565DED9AE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x8d29fdf565ded9ae`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x8D29FDF565DED9AE

## Signature

```c
void _0x8D29FDF565DED9AE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x8d29fdf565ded9ae(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8D29FDF565DED9AE, p0, p1, p2)
```

### JavaScript

```js
N_0x8d29fdf565ded9ae(p0, p1, p2);

// by hash
Citizen.invokeNative('0x8D29FDF565DED9AE', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x8D29FDF565DED9AE, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x8d29fdf565ded9ae` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
