# AUDIO::PREPARE_SOUNDSET

- **Hash:** `0xD9130842D7226045`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PrepareSoundset`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/PREPARE_SOUNDSET

## Signature

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

## Parameters

- `soundsetName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

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

## Usage

### Lua

```lua
local retval = PrepareSoundset(soundsetName, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD9130842D7226045, soundsetName, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PrepareSoundset(soundsetName, p1);

// by hash
const retval = Citizen.invokeNative('0xD9130842D7226045', soundsetName, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD9130842D7226045, soundsetName, p1);
```

*Sources: alloc8or RDR3 NativeDB.*
