RedM Natives

PREPARE_SOUND_WITH_ENTITY

Hash0x4AD019591E94C064
Runtime namePrepareSoundWithEntity
NamespaceAUDIO
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL PREPARE_SOUND_WITH_ENTITY(const char* soundName, Entity entity, const char* soundsetName, int soundId);

Parameters

NameTypeDescription
soundNameconst char*—
entityEntity—
soundsetNameconst char*—
soundIdint—

Returns BOOL

Usage

Lua
local retval = PrepareSoundWithEntity(soundName, entity, soundsetName, soundId)

-- always works, by hash
local retval = Citizen.InvokeNative(0x4AD019591E94C064, soundName, entity, soundsetName, soundId, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = PrepareSoundWithEntity(soundName, entity, soundsetName, soundId);

// by hash
const retval = Citizen.invokeNative('0x4AD019591E94C064', soundName, entity, soundsetName, soundId, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x4AD019591E94C064, soundName, entity, soundsetName, soundId);

Sources

alloc8or RDR3 NativeDB

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