# AUDIO::_0xBE28DB99556FF8D9

- **Hash:** `0xBE28DB99556FF8D9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xbe28db99556ff8d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xBE28DB99556FF8D9

## Signature

```c
Hash _0xBE28DB99556FF8D9(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks for MOONSHINE_BAND

*Source: VORPCORE RDR3natives*

Checks if ped  has moonshine_band _GET_PED_*

## Usage

### Lua

```lua
local retval = N_0xbe28db99556ff8d9(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBE28DB99556FF8D9, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xbe28db99556ff8d9(entity);

// by hash
const retval = Citizen.invokeNative('0xBE28DB99556FF8D9', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBE28DB99556FF8D9, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0xbe28db99556ff8d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
