# AUDIO::_0xE9694B2D6CB87B06

- **Hash:** `0xE9694B2D6CB87B06`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xe9694b2d6cb87b06`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xE9694B2D6CB87B06

## Signature

```c
void _0xE9694B2D6CB87B06(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

seems to be a _SET_PED_* that accepts p1 from GET_PED_SONG_INDEX_HOST

## Usage

### Lua

```lua
N_0xe9694b2d6cb87b06(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xE9694B2D6CB87B06, entity, p1)
```

### JavaScript

```js
N_0xe9694b2d6cb87b06(entity, p1);

// by hash
Citizen.invokeNative('0xE9694B2D6CB87B06', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xE9694B2D6CB87B06, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xe9694b2d6cb87b06` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
