RedM Natives

_INVENTORY_GET_INVENTORY_ITEM_SOUND

Returns item Hash to be used with _IS_SCRIPTED_AUDIO_CUSTOM and _PLAY_SOUND_FROM_ITEM (p0)

Hash0x2E1CDC1FF3B8473E
Runtime nameInventoryGetInventoryItemSound
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Hash _INVENTORY_GET_INVENTORY_ITEM_SOUND(Hash item, int soundType);

Parameters

NameTypeDescription
itemHash—
soundTypeint—

Returns Hash

Description

soundType: see 0x2BAE4880DCDD560B
Returns item Hash to be used with _IS_SCRIPTED_AUDIO_CUSTOM and _PLAY_SOUND_FROM_ITEM (p0)

Usage

Lua
local retval = InventoryGetInventoryItemSound(item, soundType)

-- always works, by hash
local retval = Citizen.InvokeNative(0x2E1CDC1FF3B8473E, item, soundType, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = InventoryGetInventoryItemSound(item, soundType);

// by hash
const retval = Citizen.invokeNative('0x2E1CDC1FF3B8473E', item, soundType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x2E1CDC1FF3B8473E, item, soundType);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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.

Enums and flags

Sources

alloc8or RDR3 NativeDB

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