# VOICE::_0x1FBF7F5BA7E4BE3A

- **Hash:** `0x1FBF7F5BA7E4BE3A`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x1fbf7f5ba7e4be3a`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x1FBF7F5BA7E4BE3A

## Signature

```c
void _0x1FBF7F5BA7E4BE3A(int p0);
```

## Parameters

- `p0` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1fbf7f5ba7e4be3a(p0)

-- always available, by hash
Citizen.InvokeNative(0x1FBF7F5BA7E4BE3A, p0)
```

### JavaScript

```js
N_0x1fbf7f5ba7e4be3a(p0);

// by hash
Citizen.invokeNative('0x1FBF7F5BA7E4BE3A', p0);
```

### C#

```csharp
Function.Call((Hash)0x1FBF7F5BA7E4BE3A, p0);
```

- This native has no known name, so the runtime exposes it only as `N_0x1fbf7f5ba7e4be3a` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
