# AUDIO::START_AUDIO_SCENE

- **Hash:** `0x013A80FC08F6E4F2`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StartAudioScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/START_AUDIO_SCENE

## Signature

```c
BOOL START_AUDIO_SCENE(const char* scene);
```

## Parameters

- `scene` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = StartAudioScene(scene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x013A80FC08F6E4F2, scene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = StartAudioScene(scene);

// by hash
const retval = Citizen.invokeNative('0x013A80FC08F6E4F2', scene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x013A80FC08F6E4F2, scene);
```

## See also

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

*Sources: alloc8or RDR3 NativeDB.*
