RedM Natives

PLAY_PED_AMBIENT_SPEECH_NATIVE

const char* speechName; const char* voiceName; alignas(8) int variation; alignas(8) Hash speechParamHash; alignas(8) Ped listenerPed; alignas(8) BOOL syncOverNetwork; alignas(8) int v7; alignas(8) int v8; static_assert(sizeof(ScriptedSpe…

Hash0x8E04FEDD28D42462
Runtime namePlayPedAmbientSpeechNative
NamespaceAUDIO
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0x8E04FEDD28D42462

Signature

BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped speaker, Any* params);

Parameters

NameTypeDescription
speakerPed—
paramsAny*—

Returns BOOL

Description

struct ScriptedSpeechParams
{
	const char* speechName;
	const char* voiceName;
	alignas(8) int variation;
	alignas(8) Hash speechParamHash;
	alignas(8) Ped listenerPed;
	alignas(8) BOOL syncOverNetwork;
	alignas(8) int v7;
	alignas(8) int v8;
};

static_assert(sizeof(ScriptedSpeechParams) == 0x40, "incorrect ScriptedSpeechParams size");

Example:

ScriptedSpeechParams params{"RE_PH_RHD_V3_AGGRO", "0405_U_M_M_RhdSheriff_01", 1, joaat("SPEECH_PARAMS_BEAT_SHOUTED_CLEAR"), 0, true, 1, 1};
PLAY_PED_AMBIENT_SPEECH_NATIVE(PLAYER_PED_ID(), (Any*)&params);

Old name: _PLAY_AMBIENT_SPEECH1
https://github.com/femga/rdr3_discoveries/tree/master/audio/audio_banks

Usage

Lua
local retval, params = PlayPedAmbientSpeechNative(speaker, params)

-- always works, by hash
local retval, params = Citizen.InvokeNative(0x8E04FEDD28D42462, speaker, Citizen.PointerValueIntInitialized(params), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, params] = PlayPedAmbientSpeechNative(speaker, params);

// by hash
const [retval, params] = Citizen.invokeNative('0x8E04FEDD28D42462', speaker, Citizen.pointerValueIntInitialized(params), Citizen.returnResultAnyway());
C#
var params = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8E04FEDD28D42462, speaker, params);
// params.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.