# VOICE::_0x49623BCFC3A3D829

- **Hash:** `0x49623BCFC3A3D829`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x49623bcfc3a3d829`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x49623BCFC3A3D829

## Signature

```c
BOOL _0x49623BCFC3A3D829(Player player, BOOL muted);
```

## Parameters

- `player` (`Player`)
- `muted` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0x49623bcfc3a3d829(player, muted)

-- always available, by hash
local retval = Citizen.InvokeNative(0x49623BCFC3A3D829, player, muted, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x49623bcfc3a3d829(player, muted);

// by hash
const retval = Citizen.invokeNative('0x49623BCFC3A3D829', player, muted, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x49623BCFC3A3D829, player, muted);
```

- This native has no known name, so the runtime exposes it only as `N_0x49623bcfc3a3d829` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
