RedM Natives

_GET_LOADED_STREAM_ID_FROM_CREATION

Creates stream and returns streamId handle to be used with PLAY_STREAM_* natives

Hash0x0556C784FA056628
Runtime nameGetLoadedStreamIdFromCreation
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _GET_LOADED_STREAM_ID_FROM_CREATION(const char* streamName, const char* soundSet);

Parameters

NameTypeDescription
streamNameconst char*—
soundSetconst char*—

Returns int

Description

Creates stream and returns streamId handle to be used with PLAY_STREAM_* natives
https://github.com/femga/rdr3_discoveries/tree/master/audio/create_stream

Usage

Lua
local retval = GetLoadedStreamIdFromCreation(streamName, soundSet)

-- always works, by hash
local retval = Citizen.InvokeNative(0x0556C784FA056628, streamName, soundSet, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetLoadedStreamIdFromCreation(streamName, soundSet);

// by hash
const retval = Citizen.invokeNative('0x0556C784FA056628', streamName, soundSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x0556C784FA056628, streamName, soundSet);
  • 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

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