# AUDIO::_STOP_AUDIO_SCENESET

- **Hash:** `0x9428447DED71FC7E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopAudioSceneset`
- **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_AUDIO_SCENESET

## Signature

```c
void _STOP_AUDIO_SCENESET(const char* sceneset);
```

## Parameters

- `sceneset` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StopAudioSceneset(sceneset)

-- always available, by hash
Citizen.InvokeNative(0x9428447DED71FC7E, sceneset)
```

### JavaScript

```js
StopAudioSceneset(sceneset);

// by hash
Citizen.invokeNative('0x9428447DED71FC7E', sceneset);
```

### C#

```csharp
Function.Call((Hash)0x9428447DED71FC7E, sceneset);
```

- 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.

## See also

- [AUDIO::_START_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_START_AUDIO_SCENESET.md)
- [AUDIO::_SET_AUDIO_SCENESET](https://natives.borderlinerp.com/natives/AUDIO/_SET_AUDIO_SCENESET.md)

*Sources: alloc8or RDR3 NativeDB.*
