{"hash":"0x9D746964E0CF2C5F","ns":"AUDIO","name":"_RELEASE_SHARD_SOUNDS","slug":"_RELEASE_SHARD_SOUNDS","official":false,"named":true,"luaName":"ReleaseShardSounds","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"soundName","type":"const char*"},{"name":"soundsetName","type":"const char*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/AUDIO/_RELEASE_SHARD_SOUNDS","markdownUrl":"https://natives.borderlinerp.com/natives/AUDIO/_RELEASE_SHARD_SOUNDS.md","snippets":{"lua":"ReleaseShardSounds(soundName, soundsetName)","luaInvoke":"Citizen.InvokeNative(0x9D746964E0CF2C5F, soundName, soundsetName)","js":"ReleaseShardSounds(soundName, soundsetName);","jsInvoke":"Citizen.invokeNative('0x9D746964E0CF2C5F', soundName, soundsetName);","csharp":"Function.Call((Hash)0x9D746964E0CF2C5F, soundName, soundsetName);","notes":["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."]}}