# AUDIO::_PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH

- **Hash:** `0xB18FEC133C7C6C69`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFromScriptedPedAmbientSpeech`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_PLAY_SOUND_FROM_SCRIPTED_SPEECH`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH

## Signature

```c
int _PLAY_SOUND_FROM_SCRIPTED_PED_AMBIENT_SPEECH(int scriptedSpeech);
```

## Parameters

- `scriptedSpeech` (`int`)

## Returns

`int`

## Description

Play/advance a scripted speech created via _CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH and return a status code.
Return values:
  0 = not ready/invalid/failed
  1 = started/playing
  2 = finished/consumed (you can drop the handle)
Typical usage: poll this in a tick after creating the speech; when it returns 2, clear your handle.

## Usage

### Lua

```lua
local retval = PlaySoundFromScriptedPedAmbientSpeech(scriptedSpeech)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB18FEC133C7C6C69, scriptedSpeech, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = PlaySoundFromScriptedPedAmbientSpeech(scriptedSpeech);

// by hash
const retval = Citizen.invokeNative('0xB18FEC133C7C6C69', scriptedSpeech, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xB18FEC133C7C6C69, scriptedSpeech);
```

- 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.*
