# AUDIO::_STOP_ALL_SCRIPTED_CONVERSIONS

- **Hash:** `0x36559148B78853B3`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAllScriptedConversions`
- **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_CONVERSIONS

## Signature

```c
void _STOP_ALL_SCRIPTED_CONVERSIONS(BOOL p0, BOOL p1, BOOL p2);
```

## Parameters

- `p0` (`BOOL`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
StopAllScriptedConversions(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x36559148B78853B3, p0, p1, p2)
```

### JavaScript

```js
StopAllScriptedConversions(p0, p1, p2);

// by hash
Citizen.invokeNative('0x36559148B78853B3', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x36559148B78853B3, p0, p1, p2);
```

- 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.*
