# AUDIO::RELEASE_SOUND_ID

- **Hash:** `0x353FC880830B88FA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ReleaseSoundId`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/RELEASE_SOUND_ID

## Signature

```c
void RELEASE_SOUND_ID(int soundId);
```

## Parameters

- `soundId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseSoundId(soundId)

-- always available, by hash
Citizen.InvokeNative(0x353FC880830B88FA, soundId)
```

### JavaScript

```js
ReleaseSoundId(soundId);

// by hash
Citizen.invokeNative('0x353FC880830B88FA', soundId);
```

### C#

```csharp
Function.Call((Hash)0x353FC880830B88FA, soundId);
```

## See also

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

*Sources: alloc8or RDR3 NativeDB.*
