# AUDIO::_0xC68C02DE259C927C

- **Hash:** `0xC68C02DE259C927C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xc68c02de259c927c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xC68C02DE259C927C

## Signature

```c
Any _0xC68C02DE259C927C(Any p0);
```

## Parameters

- `p0` (`Any`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xc68c02de259c927c(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC68C02DE259C927C, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xc68c02de259c927c(p0);

// by hash
const retval = Citizen.invokeNative('0xC68C02DE259C927C', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xC68C02DE259C927C, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0xc68c02de259c927c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
