# AUDIO::PLAY_SOUND_FROM_ENTITY

- **Hash:** `0x6FB1DA3CA9DA7D90`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_SOUND_FROM_ENTITY

## Signature

```c
void PLAY_SOUND_FROM_ENTITY(const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5);
```

## Parameters

- `audioName` (`const char*`)
- `entity` (`Entity`)
- `audioRef` (`const char*`)
- `isNetwork` (`BOOL`)
- `p4` (`Any`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
PlaySoundFromEntity(audioName, entity, audioRef, isNetwork, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0x6FB1DA3CA9DA7D90, audioName, entity, audioRef, isNetwork, p4, p5)
```

### JavaScript

```js
PlaySoundFromEntity(audioName, entity, audioRef, isNetwork, p4, p5);

// by hash
Citizen.invokeNative('0x6FB1DA3CA9DA7D90', audioName, entity, audioRef, isNetwork, p4, p5);
```

### C#

```csharp
Function.Call((Hash)0x6FB1DA3CA9DA7D90, audioName, entity, audioRef, isNetwork, p4, p5);
```

*Sources: alloc8or RDR3 NativeDB.*
