# AUDIO::PREPARE_MUSIC_EVENT

- **Hash:** `0x1E5185B72EF5158A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareMusicEvent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_MUSIC_EVENT

## Signature

```c
BOOL PREPARE_MUSIC_EVENT(const char* eventName);
```

## Parameters

- `eventName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PrepareMusicEvent(eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E5185B72EF5158A, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareMusicEvent(eventName);

// by hash
const retval = Citizen.invokeNative('0x1E5185B72EF5158A', eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1E5185B72EF5158A, eventName);
```

## See also

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

*Sources: alloc8or RDR3 NativeDB.*
