# AUDIO::IS_AUDIO_SCENE_ACTIVE

- **Hash:** `0xB65B60556E2A9225`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsAudioSceneActive`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_AUDIO_SCENE_ACTIVE

## Signature

```c
BOOL IS_AUDIO_SCENE_ACTIVE(const char* scene);
```

## Parameters

- `scene` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAudioSceneActive(scene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB65B60556E2A9225, scene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAudioSceneActive(scene);

// by hash
const retval = Citizen.invokeNative('0xB65B60556E2A9225', scene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB65B60556E2A9225, scene);
```

*Sources: alloc8or RDR3 NativeDB.*
