# AUDIO::_0xE7E6CB8B713ED190

- **Hash:** `0xE7E6CB8B713ED190`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe7e6cb8b713ed190`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE7E6CB8B713ED190

## Signature

```c
void _0xE7E6CB8B713ED190();
```

## Returns

`void`

## Usage

### Lua

```lua
N_0xe7e6cb8b713ed190()

-- always available, by hash
Citizen.InvokeNative(0xE7E6CB8B713ED190)
```

### JavaScript

```js
N_0xe7e6cb8b713ed190();

// by hash
Citizen.invokeNative('0xE7E6CB8B713ED190');
```

### C#

```csharp
Function.Call((Hash)0xE7E6CB8B713ED190);
```

- This native has no known name, so the runtime exposes it only as `N_0xe7e6cb8b713ed190` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
