# AUDIO::_0x9D6DEC9791A4E501

- **Hash:** `0x9D6DEC9791A4E501`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0x9d6dec9791a4e501`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0x9D6DEC9791A4E501

## Signature

```c
BOOL _0x9D6DEC9791A4E501(Ped ped, const char* speechName, BOOL p2, BOOL p3);
```

## Parameters

- `ped` (`Ped`)
- `speechName` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true or false if the ped can say a specific speech line with PLAY_PED_AMBIENT_SPEECH_NATIVE, similar to DOES_CONTEXT_EXIST_FOR_THIS_PED.
Not reliable on remote clients when used on a player ped.
Params: p2 and p3 are usually false and true, respectively.

*Source: femga rdr3_discoveries*

```
0x9D6DEC9791A4E501 (by aaron1a12)
Returns true or false if the ped can say a specific speech line with PlayPedAmbientSpeechNative()
Not reliable on remote clients when used on a player ped.

N_0x9d6dec9791a4e501(ped, soundName, 0, 1)
```

## Usage

### Lua

```lua
local retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D6DEC9791A4E501, ped, speechName, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D6DEC9791A4E501', ped, speechName, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x9D6DEC9791A4E501, ped, speechName, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x9d6dec9791a4e501` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
