# VOLUME::_RELEASE_LOCK_VOLUME

- **Hash:** `0xFDFECC6EE4491E11`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `ReleaseLockVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_RELEASE_LOCK_VOLUME

## Signature

```c
void _RELEASE_LOCK_VOLUME(int volLockRequestId);
```

## Parameters

- `volLockRequestId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
ReleaseLockVolume(volLockRequestId)

-- always available, by hash
Citizen.InvokeNative(0xFDFECC6EE4491E11, volLockRequestId)
```

### JavaScript

```js
ReleaseLockVolume(volLockRequestId);

// by hash
Citizen.invokeNative('0xFDFECC6EE4491E11', volLockRequestId);
```

### C#

```csharp
Function.Call((Hash)0xFDFECC6EE4491E11, volLockRequestId);
```

- 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.*
