# AUDIO::_0xC4CFCE4C656EF480

- **Hash:** `0xC4CFCE4C656EF480`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc4cfce4c656ef480`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC4CFCE4C656EF480

## Signature

```c
void _0xC4CFCE4C656EF480(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc4cfce4c656ef480(ped)

-- always available, by hash
Citizen.InvokeNative(0xC4CFCE4C656EF480, ped)
```

### JavaScript

```js
N_0xc4cfce4c656ef480(ped);

// by hash
Citizen.invokeNative('0xC4CFCE4C656EF480', ped);
```

### C#

```csharp
Function.Call((Hash)0xC4CFCE4C656EF480, ped);
```

- This native has no known name, so the runtime exposes it only as `N_0xc4cfce4c656ef480` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
