# AUDIO::_STOP_ALL_SCRIPTED_AUDIO_SOUNDS

- **Hash:** `0x2E399EAFBEEA74D5`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAllScriptedAudioSounds`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_ALL_SCRIPTED_AUDIO_SOUNDS

## Signature

```c
void _STOP_ALL_SCRIPTED_AUDIO_SOUNDS();
```

## Returns

`void`

## Usage

### Lua

```lua
StopAllScriptedAudioSounds()

-- always available, by hash
Citizen.InvokeNative(0x2E399EAFBEEA74D5)
```

### JavaScript

```js
StopAllScriptedAudioSounds();

// by hash
Citizen.invokeNative('0x2E399EAFBEEA74D5');
```

### C#

```csharp
Function.Call((Hash)0x2E399EAFBEEA74D5);
```

- 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.*
