# AUDIO::IS_SCRIPTED_CONVERSATION_PLAYING

- **Hash:** `0x1ECC76792F661CF5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedConversationPlaying`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/IS_SCRIPTED_CONVERSATION_PLAYING

## Signature

```c
BOOL IS_SCRIPTED_CONVERSATION_PLAYING(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScriptedConversationPlaying(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1ECC76792F661CF5, p0, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedConversationPlaying(p0);

// by hash
const retval = Citizen.invokeNative('0x1ECC76792F661CF5', p0, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1ECC76792F661CF5, p0);
```

*Sources: alloc8or RDR3 NativeDB.*
