# AUDIO::FORCE_USE_AUDIO_GAME_OBJECT

- **Hash:** `0x4F0C413926060B38`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ForceUseAudioGameObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/FORCE_USE_AUDIO_GAME_OBJECT

## Signature

```c
void FORCE_USE_AUDIO_GAME_OBJECT(Vehicle vehicle, const char* audioName);
```

## Parameters

- `vehicle` (`Vehicle`)
- `audioName` (`const char*`)

## Returns

`void`

## Description

Old name: _FORCE_VEHICLE_ENGINE_AUDIO

## Usage

### Lua

```lua
ForceUseAudioGameObject(vehicle, audioName)

-- always available, by hash
Citizen.InvokeNative(0x4F0C413926060B38, vehicle, audioName)
```

### JavaScript

```js
ForceUseAudioGameObject(vehicle, audioName);

// by hash
Citizen.invokeNative('0x4F0C413926060B38', vehicle, audioName);
```

### C#

```csharp
Function.Call((Hash)0x4F0C413926060B38, vehicle, audioName);
```

*Sources: alloc8or RDR3 NativeDB.*
