# AUDIO::DOES_CONTEXT_EXIST_FOR_THIS_PED

- **Hash:** `0x49B99BF3FDA89A7A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `DoesContextExistForThisPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/DOES_CONTEXT_EXIST_FOR_THIS_PED

## Signature

```c
BOOL DOES_CONTEXT_EXIST_FOR_THIS_PED(Ped ped, const char* speechName, BOOL unk);
```

## Parameters

- `ped` (`Ped`)
- `speechName` (`const char*`)
- `unk` (`BOOL`)

## Returns

`BOOL`

## Description

Checks if the ped can play the speech or has the speech file, last parameter is usually false.

## Usage

### Lua

```lua
local retval = DoesContextExistForThisPed(ped, speechName, unk)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49B99BF3FDA89A7A, ped, speechName, unk, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesContextExistForThisPed(ped, speechName, unk);

// by hash
const retval = Citizen.invokeNative('0x49B99BF3FDA89A7A', ped, speechName, unk, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49B99BF3FDA89A7A, ped, speechName, unk);
```

*Sources: alloc8or RDR3 NativeDB.*
