# AUDIO::_0xCFAD2C8CD1054523

- **Hash:** `0xCFAD2C8CD1054523`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xcfad2c8cd1054523`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xCFAD2C8CD1054523

## Signature

```c
void _0xCFAD2C8CD1054523(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xcfad2c8cd1054523(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCFAD2C8CD1054523, p0, p1, p2, p3)
```

### JavaScript

```js
N_0xcfad2c8cd1054523(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xCFAD2C8CD1054523', p0, p1, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCFAD2C8CD1054523, p0, p1, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0xcfad2c8cd1054523` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
