# AUDIO::PLAY_SOUND_FRONTEND

- **Hash:** `0x67C540AA08E4A6F5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFrontend`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PLAY_SOUND_FRONTEND

## Signature

```c
void PLAY_SOUND_FRONTEND(const char* audioName, const char* audioRef, BOOL p2, Any p3);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://github.com/femga/rdr3_discoveries/tree/master/audio/frontend_soundsets

*Source: VORPCORE RDR3natives*

see a list of frontend sounds here: https://github.com/femga/rdr3_discoveries/tree/master/audio/frontend_soundsets

## Usage

### Lua

```lua
PlaySoundFrontend(audioName, audioRef, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x67C540AA08E4A6F5, audioName, audioRef, p2, p3)
```

### JavaScript

```js
PlaySoundFrontend(audioName, audioRef, p2, p3);

// by hash
Citizen.invokeNative('0x67C540AA08E4A6F5', audioName, audioRef, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x67C540AA08E4A6F5, audioName, audioRef, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
