# AUDIO::_SET_VARIABLE_ON_SOUND_WITH_ID

- **Hash:** `0x503703EC1781B7D6`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVariableOnSoundWithId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `SET_VARIABLE_ON_SOUND`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_VARIABLE_ON_SOUND_WITH_ID

## Signature

```c
void _SET_VARIABLE_ON_SOUND_WITH_ID(int soundId, const char* variableName, float variableValue);
```

## Parameters

- `soundId` (`int`)
- `variableName` (`const char*`)
- `variableValue` (`float`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old Name: _SET_VARIABLE_ON_SOUND_WITH_ID

## Usage

### Lua

```lua
SetVariableOnSoundWithId(soundId, variableName, variableValue)

-- always available, by hash
Citizen.InvokeNative(0x503703EC1781B7D6, soundId, variableName, variableValue)
```

### JavaScript

```js
SetVariableOnSoundWithId(soundId, variableName, variableValue);

// by hash
Citizen.invokeNative('0x503703EC1781B7D6', soundId, variableName, variableValue + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x503703EC1781B7D6, soundId, variableName, variableValue);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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, VORPCORE RDR3natives.*
