# AUDIO::_PLAY_SOUND_FROM_ENTITY_WITH_SET

- **Hash:** `0xF1C5310FEAA36B48`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromEntityWithSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_ENTITY_WITH_SET

## Signature

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

## Parameters

- `soundId` (`int`)
- `soundName` (`const char*`)
- `entity` (`Entity`)
- `soundsetName` (`const char*`)
- `p4` (`BOOL`)
- `p5` (`Any`)

## Returns

`void`

## Description

Params: p5 seems to be always 0

## Usage

### Lua

```lua
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5)

-- always available, by hash
Citizen.InvokeNative(0xF1C5310FEAA36B48, soundId, soundName, entity, soundsetName, p4, p5)
```

### JavaScript

```js
PlaySoundFromEntityWithSet(soundId, soundName, entity, soundsetName, p4, p5);

// by hash
Citizen.invokeNative('0xF1C5310FEAA36B48', soundId, soundName, entity, soundsetName, p4, p5);
```

### C#

```csharp
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.*
