# AUDIO::_GET_LAST_PLAYED_SPEECH_FOR_PED

- **Hash:** `0x6BFFB7C276866996`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetLastPlayedSpeechForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_GET_LAST_PLAYED_SPEECH_FOR_PED

## Signature

```c
Hash _GET_LAST_PLAYED_SPEECH_FOR_PED(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Gets the hash for the last played speech line.

*Source: femga rdr3_discoveries*

```
0x6bffb7c276866996 (by aaron1a12)
Gets the hash for the last played speech line

N_0x6bffb7c276866996(ped)
```

## Usage

### Lua

```lua
local retval = GetLastPlayedSpeechForPed(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6BFFB7C276866996, ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetLastPlayedSpeechForPed(ped);

// by hash
const retval = Citizen.invokeNative('0x6BFFB7C276866996', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6BFFB7C276866996, ped);
```

- 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, femga rdr3_discoveries.*
