# AUDIO::_0xF092B6030D6FD49C

- **Hash:** `0xF092B6030D6FD49C`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xf092b6030d6fd49c`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xF092B6030D6FD49C

## Signature

```c
void _0xF092B6030D6FD49C(int ropeId, const char* name);
```

## Parameters

- `ropeId` (`int`)
- `name` (`const char*`)

## Returns

`void`

## Description

Name: ROPE_SETTINGS_DEFAULT

## Usage

### Lua

```lua
N_0xf092b6030d6fd49c(ropeId, name)

-- always available, by hash
Citizen.InvokeNative(0xF092B6030D6FD49C, ropeId, name)
```

### JavaScript

```js
N_0xf092b6030d6fd49c(ropeId, name);

// by hash
Citizen.invokeNative('0xF092B6030D6FD49C', ropeId, name);
```

### C#

```csharp
Function.Call((Hash)0xF092B6030D6FD49C, ropeId, name);
```

- This native has no known name, so the runtime exposes it only as `N_0xf092b6030d6fd49c` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
