# AUDIO::_PLAY_SOUND_FROM_POSITION

- **Hash:** `0xCCE219C922737BFA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromPosition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `PLAY_SOUND_FROM_COORD`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_POSITION

## Signature

```c
void _PLAY_SOUND_FROM_POSITION(const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, Any p6, BOOL isExteriorLoc, Any p8);
```

## Parameters

- `audioName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `audioRef` (`const char*`)
- `isNetwork` (`BOOL`)
- `p6` (`Any`)
- `isExteriorLoc` (`BOOL`)
- `p8` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old name: _PLAY_SOUND_FROM_POSITION

## Usage

### Lua

```lua
PlaySoundFromPosition(audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8)

-- always available, by hash
Citizen.InvokeNative(0xCCE219C922737BFA, audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8)
```

### JavaScript

```js
PlaySoundFromPosition(audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8);

// by hash
Citizen.invokeNative('0xCCE219C922737BFA', audioName, x + 0.0000001, y + 0.0000001, z + 0.0000001, audioRef, isNetwork, p6, isExteriorLoc, p8);
```

### C#

```csharp
Function.Call((Hash)0xCCE219C922737BFA, audioName, x, y, z, audioRef, isNetwork, p6, isExteriorLoc, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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, VORPCORE RDR3natives.*
