# MISC::_ADD_POP_MULTIPLIER_VOLUME

- **Hash:** `0x3233C4EC0514C7EC`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `AddPopMultiplierVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_ADD_POP_MULTIPLIER_VOLUME

## Signature

```c
int _ADD_POP_MULTIPLIER_VOLUME(Volume volume, float pedDensity, float vehicleDensity, BOOL p3, BOOL p4);
```

## Parameters

- `volume` (`Volume`)
- `pedDensity` (`float`)
- `vehicleDensity` (`float`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Description

Only used in script function PROCESS_ZONE_CREATION
Returns Pop multiplier volume ID

## Usage

### Lua

```lua
local retval = AddPopMultiplierVolume(volume, pedDensity, vehicleDensity, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3233C4EC0514C7EC, volume, pedDensity, vehicleDensity, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddPopMultiplierVolume(volume, pedDensity, vehicleDensity, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x3233C4EC0514C7EC', volume, pedDensity + 0.0000001, vehicleDensity + 0.0000001, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3233C4EC0514C7EC, volume, pedDensity, vehicleDensity, p3, p4);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
