# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_SOUND

- **Hash:** `0x2E1CDC1FF3B8473E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemSound`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_SOUND

## Signature

```c
Hash _INVENTORY_GET_INVENTORY_ITEM_SOUND(Hash item, int soundType);
```

## Parameters

- `item` (`Hash`)
- `soundType` (`int`)

## 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

```lua
local retval = InventoryGetInventoryItemSound(item, soundType)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2E1CDC1FF3B8473E, item, soundType, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemSound(item, soundType);

// by hash
const retval = Citizen.invokeNative('0x2E1CDC1FF3B8473E', item, soundType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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.

## Related enums

- [CItemInfoSoundsInterface__sSoundsInfo__eSoundType](https://natives.borderlinerp.com/enums/CItemInfoSoundsInterface__sSoundsInfo__eSoundType.md) — 3 values

*Sources: alloc8or RDR3 NativeDB.*
