# AUDIO::_BLOCK_SPEECH_CONTEXT

- **Hash:** `0x6378A235374B852F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `BlockSpeechContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_BLOCK_SPEECH_CONTEXT

## Signature

```c
void _BLOCK_SPEECH_CONTEXT(const char* context, BOOL block);
```

## Parameters

- `context` (`const char*`)
- `block` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BlockSpeechContext(context, block)

-- always available, by hash
Citizen.InvokeNative(0x6378A235374B852F, context, block)
```

### JavaScript

```js
BlockSpeechContext(context, block);

// by hash
Citizen.invokeNative('0x6378A235374B852F', context, block);
```

### C#

```csharp
Function.Call((Hash)0x6378A235374B852F, context, block);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [AUDIO::_UNLOAD_SPEECH_CONTEXT](https://natives.borderlinerp.com/natives/AUDIO/_UNLOAD_SPEECH_CONTEXT.md) — _UNLOAD_[A-C]* - USE_*

*Sources: alloc8or RDR3 NativeDB.*
