# VOLUME::_CREATE_SPEED_VOLUME

- **Hash:** `0xBBE768E3AE76E07C`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `CreateSpeedVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_CREATE_SPEED_VOLUME

## Signature

```c
Volume _CREATE_SPEED_VOLUME(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13, Any p14);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)
- `p11` (`Any`)
- `p12` (`Any`)
- `p13` (`Any`)
- `p14` (`Any`)

## Returns

`Volume`

## Usage

### Lua

```lua
local retval = CreateSpeedVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBBE768E3AE76E07C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateSpeedVolume(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
const retval = Citizen.invokeNative('0xBBE768E3AE76E07C', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBBE768E3AE76E07C, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

- 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.*
