# AUDIO::_PLAY_SOUND_FROM_POSITION_WITH_ID

- **Hash:** `0xDCF5BA95BBF0FABA`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromPositionWithId`
- **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_POSITION_WITH_ID

## Signature

```c
void _PLAY_SOUND_FROM_POSITION_WITH_ID(int soundId, const char* soundName, float x, float y, float z, const char* soundsetName, BOOL p6, int p7, BOOL p8);
```

## Parameters

- `soundId` (`int`)
- `soundName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `soundsetName` (`const char*`)
- `p6` (`BOOL`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`void`

## Description

Starts Audio Loop
_PLAY_SOUND_FROM_ENTITY* - _PLAY_SOUND_FRONTEND*

## Usage

### Lua

```lua
PlaySoundFromPositionWithId(soundId, soundName, x, y, z, soundsetName, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xDCF5BA95BBF0FABA, soundId, soundName, x, y, z, soundsetName, p6, p7, p8)
```

### JavaScript

```js
PlaySoundFromPositionWithId(soundId, soundName, x, y, z, soundsetName, p6, p7, p8);

// by hash
Citizen.invokeNative('0xDCF5BA95BBF0FABA', soundId, soundName, x + 0.0000001, y + 0.0000001, z + 0.0000001, soundsetName, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xDCF5BA95BBF0FABA, soundId, soundName, x, y, z, soundsetName, p6, p7, 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.*
