# AUDIO::_UNLOAD_SPEECH_CONTEXT

- **Hash:** `0x87E6302FC61208CC`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `UnloadSpeechContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/_UNLOAD_SPEECH_CONTEXT

## Signature

```c
void _UNLOAD_SPEECH_CONTEXT(const char* speechContext);
```

## Parameters

- `speechContext` (`const char*`)

## Returns

`void`

## Description

_UNLOAD_[A-C]* - USE_*

## Usage

### Lua

```lua
UnloadSpeechContext(speechContext)

-- always available, by hash
Citizen.InvokeNative(0x87E6302FC61208CC, speechContext)
```

### JavaScript

```js
UnloadSpeechContext(speechContext);

// by hash
Citizen.invokeNative('0x87E6302FC61208CC', speechContext);
```

### C#

```csharp
Function.Call((Hash)0x87E6302FC61208CC, speechContext);
```

- 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::_BLOCK_SPEECH_CONTEXT](https://natives.borderlinerp.com/natives/AUDIO/_BLOCK_SPEECH_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*
