# AUDIO::USE_FOOTSTEP_SCRIPT_SWEETENERS

- **Hash:** `0xBF4DC1784BE94DFA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UseFootstepScriptSweeteners`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/USE_FOOTSTEP_SCRIPT_SWEETENERS

## Signature

```c
void USE_FOOTSTEP_SCRIPT_SWEETENERS(Ped ped, BOOL p1, Hash hash);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `hash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
UseFootstepScriptSweeteners(ped, p1, hash)

-- always available, by hash
Citizen.InvokeNative(0xBF4DC1784BE94DFA, ped, p1, hash)
```

### JavaScript

```js
UseFootstepScriptSweeteners(ped, p1, hash);

// by hash
Citizen.invokeNative('0xBF4DC1784BE94DFA', ped, p1, hash);
```

### C#

```csharp
Function.Call((Hash)0xBF4DC1784BE94DFA, ped, p1, hash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
