# AUDIO::_SET_SOUND_RELATIONSHIP_ON_PED

- **Hash:** `0x2E31ACA7477CF00F`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetSoundRelationshipOnPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_SOUND_RELATIONSHIP_ON_PED

## Signature

```c
void _SET_SOUND_RELATIONSHIP_ON_PED(Ped ped, const char* p1, const char* p2);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)
- `p2` (`const char*`)

## Returns

`void`

## Description

p1: Entity.Relationship
p2: Player, Enemy, Teammate, Neutral

## Usage

### Lua

```lua
SetSoundRelationshipOnPed(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x2E31ACA7477CF00F, ped, p1, p2)
```

### JavaScript

```js
SetSoundRelationshipOnPed(ped, p1, p2);

// by hash
Citizen.invokeNative('0x2E31ACA7477CF00F', ped, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x2E31ACA7477CF00F, ped, p1, p2);
```

- 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.*
