# AUDIO::_0xD0730C1FA40348D9

- **Hash:** `0xD0730C1FA40348D9`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xd0730c1fa40348d9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xD0730C1FA40348D9

## Signature

```c
BOOL _0xD0730C1FA40348D9(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Description

_IS_SCRIPTED_CONVERSATION_*

## Usage

### Lua

```lua
local retval = N_0xd0730c1fa40348d9(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD0730C1FA40348D9, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xd0730c1fa40348d9(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xD0730C1FA40348D9', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD0730C1FA40348D9, convoRoot);
```

- This native has no known name, so the runtime exposes it only as `N_0xd0730c1fa40348d9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
