{"hash":"0xAC84686C06184B0D","ns":"AUDIO","name":"_SET_AUDIO_SCENESET","slug":"_SET_AUDIO_SCENESET","official":false,"named":true,"luaName":"SetAudioSceneset","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"audioName","type":"const char*"},{"name":"sceneset","type":"const char*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":["0x6339C1EA3979B5F7","0x9428447DED71FC7E"],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET","markdownUrl":"https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET.md","snippets":{"lua":"local retval = SetAudioSceneset(audioName, sceneset)","luaInvoke":"local retval = Citizen.InvokeNative(0xAC84686C06184B0D, audioName, sceneset, Citizen.ReturnResultAnyway())","js":"const retval = SetAudioSceneset(audioName, sceneset);","jsInvoke":"const retval = Citizen.invokeNative('0xAC84686C06184B0D', audioName, sceneset, Citizen.returnResultAnyway());","csharp":"bool retval = Function.Call<bool>((Hash)0xAC84686C06184B0D, audioName, sceneset);","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."]}}