RedM Natives

PREPARE_SOUNDSET

Hash0xD9130842D7226045
Runtime namePrepareSoundset
NamespaceAUDIO
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL PREPARE_SOUNDSET(const char* soundsetName, BOOL p1);

Parameters

NameTypeDescription
soundsetNameconst char*—
p1BOOL—

Returns BOOL

Description

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

Usage

Lua
local retval = PrepareSoundset(soundsetName, p1)

-- always works, by hash
local retval = Citizen.InvokeNative(0xD9130842D7226045, soundsetName, p1, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = PrepareSoundset(soundsetName, p1);

// by hash
const retval = Citizen.invokeNative('0xD9130842D7226045', soundsetName, p1, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xD9130842D7226045, soundsetName, p1);

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.