RedM Natives

_IS_SCRIPTED_AUDIO_CUSTOM

Hash0x6DF942C4179BE5AB
Runtime nameIsScriptedAudioCustom
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _IS_SCRIPTED_AUDIO_CUSTOM(Hash item, Hash soundSet);

Parameters

NameTypeDescription
itemHash—
soundSetHash—

Returns BOOL

Description

item: FUSE, value returned from 0x2E1CDC1FF3B8473E
soundSet: HUD_SHOP_SOUNDSET, COMPANIONS_ROBBERIES_SOUNDSET

Usage

Lua
local retval = IsScriptedAudioCustom(item, soundSet)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6DF942C4179BE5AB, item, soundSet, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = IsScriptedAudioCustom(item, soundSet);

// by hash
const retval = Citizen.invokeNative('0x6DF942C4179BE5AB', item, soundSet, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x6DF942C4179BE5AB, item, soundSet);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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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