# AUDIO::SET_IS_SCRIPTED_SPEECH_DISABLED

- **Hash:** `0xB2DE3AEBE31150E2`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetIsScriptedSpeechDisabled`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/SET_IS_SCRIPTED_SPEECH_DISABLED

## Signature

```c
Any SET_IS_SCRIPTED_SPEECH_DISABLED(Ped ped, BOOL disabled);
```

## Parameters

- `ped` (`Ped`)
- `disabled` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetIsScriptedSpeechDisabled(ped, disabled)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB2DE3AEBE31150E2, ped, disabled, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetIsScriptedSpeechDisabled(ped, disabled);

// by hash
const retval = Citizen.invokeNative('0xB2DE3AEBE31150E2', ped, disabled, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB2DE3AEBE31150E2, ped, disabled);
```

*Sources: alloc8or RDR3 NativeDB.*
