# HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME

- **Hash:** `0x9D7E12EC6A1EE4E5`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetCharacterFromAudioConversationFilename`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME

## Signature

```c
const char* GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME(const char* text, int position, int length);
```

## Parameters

- `text` (`const char*`)
- `position` (`int`)
- `length` (`int`)

## Returns

`const char*`

## Description

Note: you must use VAR_STRING. Byte code very similar to TEXT_COMMAND_DISPLAY_TEXT in V
Old name: _GET_TEXT_SUBSTRING

## Usage

### Lua

```lua
local retval = GetCharacterFromAudioConversationFilename(text, position, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D7E12EC6A1EE4E5, text, position, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetCharacterFromAudioConversationFilename(text, position, length);

// by hash
const retval = Citizen.invokeNative('0x9D7E12EC6A1EE4E5', text, position, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0x9D7E12EC6A1EE4E5, text, position, length);
```

*Sources: alloc8or RDR3 NativeDB.*
