RedM Natives

_SET_AUDIO_SCENESET

Hash0xAC84686C06184B0D
Runtime nameSetAudioSceneset
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _SET_AUDIO_SCENESET(const char* audioName, const char* sceneset);

Parameters

NameTypeDescription
audioNameconst char*—
scenesetconst char*—

Returns BOOL

Usage

Lua
local retval = SetAudioSceneset(audioName, sceneset)

-- always works, by hash
local retval = Citizen.InvokeNative(0xAC84686C06184B0D, audioName, sceneset, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = SetAudioSceneset(audioName, sceneset);

// by hash
const retval = Citizen.invokeNative('0xAC84686C06184B0D', audioName, sceneset, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xAC84686C06184B0D, audioName, sceneset);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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