# AUDIO::_PLAY_SOUND_FRONTEND_WITH_SOUND_ID

- **Hash:** `0xCE5D0FFE83939AF1`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `PlaySoundFrontendWithSoundId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_PLAY_SOUND_FRONTEND_WITH_SOUND_ID

## Signature

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

## Parameters

- `soundId` (`int`)
- `name` (`const char*`)
- `soundSet` (`const char*`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3)

-- always available, by hash
Citizen.InvokeNative(0xCE5D0FFE83939AF1, soundId, name, soundSet, p3)
```

### JavaScript

```js
PlaySoundFrontendWithSoundId(soundId, name, soundSet, p3);

// by hash
Citizen.invokeNative('0xCE5D0FFE83939AF1', soundId, name, soundSet, p3);
```

### C#

```csharp
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.*
