# VOICE::_0x2F82CAB262C8AE26

- **Hash:** `0x2F82CAB262C8AE26`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x2f82cab262c8ae26`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x2F82CAB262C8AE26

## Signature

```c
float _0x2F82CAB262C8AE26(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = N_0x2f82cab262c8ae26(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2F82CAB262C8AE26, player, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = N_0x2f82cab262c8ae26(player);

// by hash
const retval = Citizen.invokeNative('0x2F82CAB262C8AE26', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x2F82CAB262C8AE26, player);
```

- This native has no known name, so the runtime exposes it only as `N_0x2f82cab262c8ae26` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
