# VEHICLE::_TRIGGER_TRAIN_WHISTLE

- **Hash:** `0xCFE122EC635CC2B2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `TriggerTrainWhistle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_TRIGGER_TRAIN_WHISTLE

## Signature

```c
void _TRIGGER_TRAIN_WHISTLE(Vehicle train, const char* whistleSequence, BOOL p2, BOOL p3);
```

## Parameters

- `train` (`Vehicle`)
- `whistleSequence` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

whistleSequence: ACKNOWLEDGE, BACKING_UP, CROSSING, DANGER, MOVING, NEXT_STATION, PASSING, STOPPED
p2 = true seems to mute the sound

## Usage

### Lua

```lua
TriggerTrainWhistle(train, whistleSequence, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xCFE122EC635CC2B2, train, whistleSequence, p2, p3)
```

### JavaScript

```js
TriggerTrainWhistle(train, whistleSequence, p2, p3);

// by hash
Citizen.invokeNative('0xCFE122EC635CC2B2', train, whistleSequence, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xCFE122EC635CC2B2, train, whistleSequence, p2, p3);
```

- 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.*
