# AUDIO::_0xE600F61F54A444A6

- **Hash:** `0xE600F61F54A444A6`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe600f61f54a444a6`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE600F61F54A444A6

## Signature

```c
Any _0xE600F61F54A444A6();
```

## Returns

`Any`

## Usage

### Lua

```lua
local retval = N_0xe600f61f54a444a6()

-- always available, by hash
local retval = Citizen.InvokeNative(0xE600F61F54A444A6, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xe600f61f54a444a6();

// by hash
const retval = Citizen.invokeNative('0xE600F61F54A444A6', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE600F61F54A444A6);
```

- This native has no known name, so the runtime exposes it only as `N_0xe600f61f54a444a6` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
