RedM Natives

_SET_VARIABLE_ON_SOUND_WITH_NAME

Hash0x9821B68CD3E05F2B
Runtime nameSetVariableOnSoundWithName
NamespaceAUDIO
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_VARIABLE_ON_SOUND_WITH_NAME(const char* variableName, float variableValue, const char* audioName, const char* audioRef);

Parameters

NameTypeDescription
variableNameconst char*—
variableValuefloat—
audioNameconst char*—
audioRefconst char*—

Returns void

Usage

Lua
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef)

-- always works, by hash
Citizen.InvokeNative(0x9821B68CD3E05F2B, variableName, variableValue, audioName, audioRef)
JavaScript and C#
JavaScript
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef);

// by hash
Citizen.invokeNative('0x9821B68CD3E05F2B', variableName, variableValue + 0.0000001, audioName, audioRef);
C#
Function.Call((Hash)0x9821B68CD3E05F2B, variableName, variableValue, audioName, audioRef);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.