# AUDIO::_HAS_SOUND_AUDIO_NAME_FINISHED

- **Hash:** `0x714A0EA7DE1167BE`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `HasSoundAudioNameFinished`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_HAS_SOUND_AUDIO_NAME_FINISHED

## Signature

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

## Parameters

- `audioName` (`const char*`)
- `soundsetName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasSoundAudioNameFinished(audioName, soundsetName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x714A0EA7DE1167BE, audioName, soundsetName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasSoundAudioNameFinished(audioName, soundsetName);

// by hash
const retval = Citizen.invokeNative('0x714A0EA7DE1167BE', audioName, soundsetName, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
