RedM Natives

_PLAY_SOUND_FROM_ENTITY_WITH_SET

Hash0xF1C5310FEAA36B48
Runtime namePlaySoundFromEntityWithSet
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _PLAY_SOUND_FROM_ENTITY_WITH_SET(int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5);

Parameters

NameTypeDescription
soundIdint—
soundNameconst char*—
entityEntity—
soundsetNameconst char*—
p4BOOL—
p5Any—

Returns void

Description

Params: p5 seems to be always 0

Usage

Lua
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5)

-- always works, by hash
Citizen.InvokeNative(0xF1C5310FEAA36B48, soundId, soundName, entity, soundsetName, p4, p5)
JavaScript and C#
JavaScript
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5);

// by hash
Citizen.invokeNative('0xF1C5310FEAA36B48', soundId, soundName, entity, soundsetName, p4, p5);
C#
Function.Call((Hash)0xF1C5310FEAA36B48, soundId, soundName, entity, soundsetName, p4, p5);
  • 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.