RedM Natives

_PLAY_SOUND_FROM_ITEM

Hash0xE8EAFF7B41EDD291
Runtime namePlaySoundFromItem
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _PLAY_SOUND_FROM_ITEM(Hash item, Hash soundSet, Any p2);

Parameters

NameTypeDescription
itemHash—
soundSetHash—
p2Any—

Returns void

Description

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

Usage

Lua
PlaySoundFromItem(item, soundSet, p2)

-- always works, by hash
Citizen.InvokeNative(0xE8EAFF7B41EDD291, item, soundSet, p2)
JavaScript and C#
JavaScript
PlaySoundFromItem(item, soundSet, p2);

// by hash
Citizen.invokeNative('0xE8EAFF7B41EDD291', item, soundSet, p2);
C#
Function.Call((Hash)0xE8EAFF7B41EDD291, item, soundSet, p2);
  • 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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