# VOLUME::REQUEST_VOLUME_LOCK_WITH_ARGS

- **Hash:** `0x183C0B6CFEFFCAE4`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `RequestVolumeLockWithArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/REQUEST_VOLUME_LOCK_WITH_ARGS

## Signature

```c
int REQUEST_VOLUME_LOCK_WITH_ARGS(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, args = RequestVolumeLockWithArgs(args)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0x183C0B6CFEFFCAE4, Citizen.PointerValueIntInitialized(args), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = RequestVolumeLockWithArgs(args);

// by hash
const [retval, args] = Citizen.invokeNative('0x183C0B6CFEFFCAE4', Citizen.pointerValueIntInitialized(args), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0x183C0B6CFEFFCAE4, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
