# CFX::ADD_AUDIO_SUBMIX_OUTPUT

- **Hash:** `0xAC6E290D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddAudioSubmixOutput`
- **Side:** client (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_AUDIO_SUBMIX_OUTPUT

## Signature

```c
void ADD_AUDIO_SUBMIX_OUTPUT(int submixId, int outputSubmixId);
```

## Parameters

- `submixId` (`int`) — The input submix.
- `outputSubmixId` (`int`) — The output submix. Use `0` for the master game submix.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Adds an output for the specified audio submix.

## Usage

### Lua

```lua
AddAudioSubmixOutput(submixId, outputSubmixId)

-- always available, by hash
Citizen.InvokeNative(0xac6e290d, submixId, outputSubmixId)
```

### JavaScript

```js
AddAudioSubmixOutput(submixId, outputSubmixId);

// by hash
Citizen.invokeNative('0xac6e290d', submixId, outputSubmixId);
```

### C#

```csharp
Function.Call((Hash)0xac6e290d, submixId, outputSubmixId);
```

*Sources: Cfx.re native reference.*
