# AUDIO::PRELOAD_SCRIPT_CONVERSATION

- **Hash:** `0x3B3CAD6166916D87`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PreloadScriptConversation`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PRELOAD_SCRIPT_CONVERSATION

## Signature

```c
void PRELOAD_SCRIPT_CONVERSATION(const char* convoRoot, BOOL p1, BOOL p2, BOOL clone);
```

## Parameters

- `convoRoot` (`const char*`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `clone` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PreloadScriptConversation(convoRoot, p1, p2, clone)

-- always available, by hash
Citizen.InvokeNative(0x3B3CAD6166916D87, convoRoot, p1, p2, clone)
```

### JavaScript

```js
PreloadScriptConversation(convoRoot, p1, p2, clone);

// by hash
Citizen.invokeNative('0x3B3CAD6166916D87', convoRoot, p1, p2, clone);
```

### C#

```csharp
Function.Call((Hash)0x3B3CAD6166916D87, convoRoot, p1, p2, clone);
```

## See also

- [AUDIO::START_SCRIPT_CONVERSATION](https://natives.borderlinerp.com/natives/AUDIO/START_SCRIPT_CONVERSATION.md)

*Sources: alloc8or RDR3 NativeDB.*
