# AUDIO::_CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION

- **Hash:** `0xEF51242E35242B47`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `ClearConversationHistoryForScriptedConversation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION

## Signature

```c
void _CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION(const char* convoRoot);
```

## Parameters

- `convoRoot` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
ClearConversationHistoryForScriptedConversation(convoRoot)

-- always available, by hash
Citizen.InvokeNative(0xEF51242E35242B47, convoRoot)
```

### JavaScript

```js
ClearConversationHistoryForScriptedConversation(convoRoot);

// by hash
Citizen.invokeNative('0xEF51242E35242B47', convoRoot);
```

### C#

```csharp
Function.Call((Hash)0xEF51242E35242B47, convoRoot);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
