# AUDIO::_STOP_SOUND_WITH_ID

- **Hash:** `0x3210BCB36AF7621B`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopSoundWithId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `STOP_SOUND`
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_STOP_SOUND_WITH_ID

## Signature

```c
void _STOP_SOUND_WITH_ID(int soundId);
```

## Parameters

- `soundId` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Old Name: _STOP_SOUND_WITH_ID

## Usage

### Lua

```lua
StopSoundWithId(soundId)

-- always available, by hash
Citizen.InvokeNative(0x3210BCB36AF7621B, soundId)
```

### JavaScript

```js
StopSoundWithId(soundId);

// by hash
Citizen.invokeNative('0x3210BCB36AF7621B', soundId);
```

### C#

```csharp
Function.Call((Hash)0x3210BCB36AF7621B, soundId);
```

- 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, VORPCORE RDR3natives.*
