# AUDIO::_SET_VARIABLE_ON_SOUND_WITH_NAME

- **Hash:** `0x9821B68CD3E05F2B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVariableOnSoundWithName`
- **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_VARIABLE_ON_SOUND_WITH_NAME

## Signature

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

## Parameters

- `variableName` (`const char*`)
- `variableValue` (`float`)
- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef)

-- always available, by hash
Citizen.InvokeNative(0x9821B68CD3E05F2B, variableName, variableValue, audioName, audioRef)
```

### JavaScript

```js
SetVariableOnSoundWithName(variableName, variableValue, audioName, audioRef);

// by hash
Citizen.invokeNative('0x9821B68CD3E05F2B', variableName, variableValue + 0.0000001, audioName, audioRef);
```

### C#

```csharp
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.*
