# AUDIO::ADD_ENTITY_TO_AUDIO_MIX_GROUP

- **Hash:** `0x153973AB99FE8980`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `AddEntityToAudioMixGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/ADD_ENTITY_TO_AUDIO_MIX_GROUP

## Signature

```c
void ADD_ENTITY_TO_AUDIO_MIX_GROUP(Entity entity, const char* groupName, float p2);
```

## Parameters

- `entity` (`Entity`)
- `groupName` (`const char*`)
- `p2` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToAudioMixGroup(entity, groupName, p2)

-- always available, by hash
Citizen.InvokeNative(0x153973AB99FE8980, entity, groupName, p2)
```

### JavaScript

```js
AddEntityToAudioMixGroup(entity, groupName, p2);

// by hash
Citizen.invokeNative('0x153973AB99FE8980', entity, groupName, p2 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x153973AB99FE8980, entity, groupName, p2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
