# AUDIO::_IS_SCRIPTED_AUDIO_CUSTOM

- **Hash:** `0x6DF942C4179BE5AB`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `IsScriptedAudioCustom`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_IS_SCRIPTED_AUDIO_CUSTOM

## Signature

```c
BOOL _IS_SCRIPTED_AUDIO_CUSTOM(Hash item, Hash soundSet);
```

## Parameters

- `item` (`Hash`)
- `soundSet` (`Hash`)

## Returns

`BOOL`

## Description

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

## Usage

### Lua

```lua
local retval = IsScriptedAudioCustom(item, soundSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6DF942C4179BE5AB, item, soundSet, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScriptedAudioCustom(item, soundSet);

// by hash
const retval = Citizen.invokeNative('0x6DF942C4179BE5AB', item, soundSet, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
