# AUDIO::PREPARE_SOUND

- **Hash:** `0xE368E8422C860BA7`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareSound`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_SOUND

## Signature

```c
BOOL PREPARE_SOUND(const char* soundName, const char* soundsetName, int soundId);
```

## Parameters

- `soundName` (`const char*`)
- `soundsetName` (`const char*`)
- `soundId` (`int`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

soundId maybe be incorrect name for param p2, in the decompiles is always -2

## Usage

### Lua

```lua
local retval = PrepareSound(soundName, soundsetName, soundId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE368E8422C860BA7, soundName, soundsetName, soundId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareSound(soundName, soundsetName, soundId);

// by hash
const retval = Citizen.invokeNative('0xE368E8422C860BA7', soundName, soundsetName, soundId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xE368E8422C860BA7, soundName, soundsetName, soundId);
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
