# AUDIO::GET_SOUND_ID

- **Hash:** `0x430386FE9BF80B45`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetSoundId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/GET_SOUND_ID

## Signature

```c
int GET_SOUND_ID();
```

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetSoundId()

-- always available, by hash
local retval = Citizen.InvokeNative(0x430386FE9BF80B45, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetSoundId();

// by hash
const retval = Citizen.invokeNative('0x430386FE9BF80B45', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x430386FE9BF80B45);
```

## See also

- [AUDIO::RELEASE_SOUND_ID](https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SOUND_ID.md)

*Sources: alloc8or RDR3 NativeDB.*
