# AUDIO::PLAY_PED_AMBIENT_SPEECH_NATIVE

- **Hash:** `0x8E04FEDD28D42462`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlayPedAmbientSpeechNative`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_PED_AMBIENT_SPEECH_NATIVE

## Signature

```c
BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped speaker, Any* params);
```

## Parameters

- `speaker` (`Ped`)
- `params` (`Any*`)

## 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

```lua
local retval, params = PlayPedAmbientSpeechNative(speaker, params)

-- always available, by hash
local retval, params = Citizen.InvokeNative(0x8E04FEDD28D42462, speaker, Citizen.PointerValueIntInitialized(params), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, params] = PlayPedAmbientSpeechNative(speaker, params);

// by hash
const [retval, params] = Citizen.invokeNative('0x8E04FEDD28D42462', speaker, Citizen.pointerValueIntInitialized(params), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
