RedM Natives

_HAS_SOUND_AUDIO_NAME_FINISHED

Hash0x714A0EA7DE1167BE
Runtime nameHasSoundAudioNameFinished
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _HAS_SOUND_AUDIO_NAME_FINISHED(const char* audioName, const char* soundsetName);

Parameters

NameTypeDescription
audioNameconst char*—
soundsetNameconst char*—

Returns BOOL

Usage

Lua
local retval = HasSoundAudioNameFinished(audioName, soundsetName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x714A0EA7DE1167BE, audioName, soundsetName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = HasSoundAudioNameFinished(audioName, soundsetName);

// by hash
const retval = Citizen.invokeNative('0x714A0EA7DE1167BE', audioName, soundsetName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x714A0EA7DE1167BE, audioName, soundsetName);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.