RedM Natives

_PLAY_SOUND_FRONTEND_WITH_SOUND_ID

Hash0xCE5D0FFE83939AF1
Runtime namePlaySoundFrontendWithSoundId
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _PLAY_SOUND_FRONTEND_WITH_SOUND_ID(int soundId, const char* name, const char* soundSet, BOOL p3);

Parameters

NameTypeDescription
soundIdint—
nameconst char*—
soundSetconst char*—
p3BOOL—

Returns void

Usage

Lua
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3)

-- always works, by hash
Citizen.InvokeNative(0xCE5D0FFE83939AF1, soundId, name, soundSet, p3)
JavaScript and C#
JavaScript
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3);

// by hash
Citizen.invokeNative('0xCE5D0FFE83939AF1', soundId, name, soundSet, p3);
C#
Function.Call((Hash)0xCE5D0FFE83939AF1, soundId, name, soundSet, p3);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.