# AUDIO::_0xFCDEC42B1C78B7F8

- **Hash:** `0xFCDEC42B1C78B7F8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xfcdec42b1c78b7f8`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xFCDEC42B1C78B7F8

## Signature

```c
void _0xFCDEC42B1C78B7F8(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xfcdec42b1c78b7f8(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xFCDEC42B1C78B7F8, p0, p1)
```

### JavaScript

```js
N_0xfcdec42b1c78b7f8(p0, p1);

// by hash
Citizen.invokeNative('0xFCDEC42B1C78B7F8', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xFCDEC42B1C78B7F8, p0, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xfcdec42b1c78b7f8` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
