# AUDIO::_SET_VOFX_PED_VOICE

- **Hash:** `0x2703EFB583F0949A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `SetVofxPedVoice`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_SET_VOFX_PED_VOICE

## Signature

```c
void _SET_VOFX_PED_VOICE(Ped ped, Hash voice);
```

## Parameters

- `ped` (`Ped`)
- `voice` (`Hash`)

## Returns

`void`

## Description

Hashes: VOFX_PLAYER_MALE01, VOFX_PLAYER_MALE02, VOFX_PLAYER_MALE03, VOFX_PLAYER_FEMALE01, VOFX_PLAYER_FEMALE02, VOFX_PLAYER_FEMALE03

## Usage

### Lua

```lua
SetVofxPedVoice(ped, voice)

-- always available, by hash
Citizen.InvokeNative(0x2703EFB583F0949A, ped, voice)
```

### JavaScript

```js
SetVofxPedVoice(ped, voice);

// by hash
Citizen.invokeNative('0x2703EFB583F0949A', ped, voice);
```

### C#

```csharp
Function.Call((Hash)0x2703EFB583F0949A, ped, voice);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
