# AUDIO::REQUEST_SCRIPT_AUDIO_BANK

- **Hash:** `0x2F844A8B08D76685`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `RequestScriptAudioBank`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/REQUEST_SCRIPT_AUDIO_BANK

## Signature

```c
BOOL REQUEST_SCRIPT_AUDIO_BANK(const char* audioBank);
```

## Parameters

- `audioBank` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = RequestScriptAudioBank(audioBank)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F844A8B08D76685, audioBank, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = RequestScriptAudioBank(audioBank);

// by hash
const retval = Citizen.invokeNative('0x2F844A8B08D76685', audioBank, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2F844A8B08D76685, audioBank);
```

## See also

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

*Sources: alloc8or RDR3 NativeDB.*
