# AUDIO::CREATE_NEW_SCRIPTED_CONVERSATION

- **Hash:** `0xD2C91A0B572AAE56`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `CreateNewScriptedConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/CREATE_NEW_SCRIPTED_CONVERSATION

## Signature

```c
BOOL CREATE_NEW_SCRIPTED_CONVERSATION(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CreateNewScriptedConversation(convoRoot)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2C91A0B572AAE56, convoRoot, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CreateNewScriptedConversation(convoRoot);

// by hash
const retval = Citizen.invokeNative('0xD2C91A0B572AAE56', convoRoot, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD2C91A0B572AAE56, convoRoot);
```

*Sources: alloc8or RDR3 NativeDB.*
