# AUDIO::_SET_AUDIO_SCENESET

- **Hash:** `0xAC84686C06184B0D`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetAudioSceneset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET

## Signature

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

## Parameters

- `audioName` (`const char*`)
- `sceneset` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SetAudioSceneset(audioName, sceneset)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAC84686C06184B0D, audioName, sceneset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetAudioSceneset(audioName, sceneset);

// by hash
const retval = Citizen.invokeNative('0xAC84686C06184B0D', audioName, sceneset, Citizen.returnResultAnyway());
```

### C#

```csharp
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

- [AUDIO::_START_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_START_AUDIO_SCENESET.md)
- [AUDIO::_STOP_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_STOP_AUDIO_SCENESET.md)

*Sources: alloc8or RDR3 NativeDB.*
