# AUDIO::_STOP_SOUND_WITH_NAME

- **Hash:** `0x0F2A2175734926D8`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `StopSoundWithName`
- **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_SOUND_WITH_NAME

## Signature

```c
void _STOP_SOUND_WITH_NAME(const char* audioName, const char* audioRef);
```

## Parameters

- `audioName` (`const char*`)
- `audioRef` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
StopSoundWithName(audioName, audioRef)

-- always available, by hash
Citizen.InvokeNative(0x0F2A2175734926D8, audioName, audioRef)
```

### JavaScript

```js
StopSoundWithName(audioName, audioRef);

// by hash
Citizen.invokeNative('0x0F2A2175734926D8', audioName, audioRef);
```

### C#

```csharp
Function.Call((Hash)0x0F2A2175734926D8, audioName, audioRef);
```

- 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.*
