The FiveM developer’s field guide
Know the native.
Build the world.
Engine functions, framework docs, and game assets.
One reference. From the first lookup to the last line.
knowledge base
Explore / FiveM
Native reference
- AUDIOvoid
ENABLE_VEHICLE_EXHAUST_POPS
Enable or disable exhaust pops on the given vehicle.
0x2BE4BC731D039D5A - AUDIOvoid
ENABLE_VEHICLE_FANBELT_DAMAGE
Description not yet documented
0x1C073274E065C6D2 - AUDIOint
FIND_RADIO_STATION_INDEX
Description not yet documented
0x8D67489793FF428B - AUDIOvoid
FORCE_MUSIC_TRACK_LIST
Forces the chosen station to paly the given music track list. All other music track lists will be locked.
0x4E0AF9114608257C - AUDIOvoid
FORCE_PED_PANIC_WALLA
Forces the ambient peds into their panic walla state
0x062D5EAD4DA2FA6A - AUDIOvoid
FORCE_USE_AUDIO_GAME_OBJECT
This native sets the audio to the specific vehicle hash's audioNameHash.
0x4F0C413926060B38 - AUDIOvoid
_FORCE_VEHICLE_ENGINE_SYNTH
This native is used alongside with [`SET_VEHICLE_TYRE_BURST`](#\_0xEC6A202EE4960385). ``` NativeDB Introduced: v3258 ```
0xEB7D0E1FCC8FE17A - AUDIOvoid
FREEZE_MICROPHONE
Allows script to freeze the microphone for a single frame, mantaining its current transform/settings. This native should be called every frame you want to keep the microphone frozen, when you stop calling it it will automatically unfreeze
0xD57AAAE0E2214D11 - AUDIOvoid
FREEZE_RADIO_STATION
Description not yet documented
0x344F393B027E38C3 - AUDIOHash
GET_AMBIENT_VOICE_NAME_HASH
Description not yet documented
0x5E203DA2BA15D436 - AUDIOint
GET_AUDIBLE_MUSIC_TRACK_TEXT_ID
Description not yet documented
0x50B196FC9ED6545B - AUDIOint
_GET_CURRENT_RADIO_TRACK_PLAYBACK_TIME
``` Return the playback time (in milliseconds) of the radio stations current track. NativeDB Introduced: v1493 ```
0x3E65CDE5215832C1 - AUDIOint
GET_CURRENT_SCRIPTED_CONVERSATION_LINE
Description not yet documented
0x480357EE890C295A - AUDIOHash
GET_CURRENT_TRACK_SOUND_NAME
Description not yet documented
0x34D66BC058019CE0 - AUDIOBOOL
GET_IS_PRELOADED_CONVERSATION_READY
Description not yet documented
0xE73364DB90778FFA - AUDIOint
GET_MUSIC_PLAYTIME
Description not yet documented
0xE7A0D23DC414507B - AUDIOint
GET_MUSIC_VOL_SLIDER
Description not yet documented
0x3A48AB4445D499BE - AUDIOint
GET_NETWORK_ID_FROM_SOUND_ID
Description not yet documented
0x2DE3F0A134FFBC0D - AUDIOBOOL
GET_NEXT_AUDIBLE_BEAT
Description not yet documented
0xC64A06D939F826F5 - AUDIOint
GET_NUM_UNLOCKED_RADIO_STATIONS
Description not yet documented
0xF1620ECB50E01DE7 - AUDIOint
GET_PLAYER_RADIO_STATION_GENRE
Description not yet documented
0xA571991A7FE6CCEB - AUDIOint
GET_PLAYER_RADIO_STATION_INDEX
Description not yet documented
0xE8AF77C4C06ADC93 - AUDIOchar*
GET_PLAYER_RADIO_STATION_NAME
Description not yet documented
0xF6D733C32076AD03 - AUDIOchar*
GET_RADIO_STATION_NAME
Description not yet documented
0xB28ECA15046CA8B9 - AUDIOint
GET_SOUND_ID
If a playback function has a soundId field but the sound doesn't need to be altered after triggering then pass a value of -1 for fire-and-forget playback, rather than getting a soundId. SoundId's can be reused, without needing to release them and grab a new one. If a sound's finished playing, you can reuse its SoundId to kick off another one. If the sound's not finished playing, it'll be stopped first (fading out or whatever is set up in RAVE by the sound designer), and the new one kicked off; usually it is safer to just get a new SoundId. SoundId's are not automatically cleaned up, you must use [RELEASE_SOUND_ID](#\_0x353FC880830B88FA) after you've finished using them to allow the engine to recycle the sound id.
0x430386FE9BF80B45 - AUDIOint
GET_SOUND_ID_FROM_NETWORK_ID
Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D).
0x75262FD12D0A1C84 - AUDIOint
GET_STREAM_PLAY_TIME
Description not yet documented
0x4E72BBDBCA58A3DB - AUDIOint
GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE
Description not yet documented
0xAA19F5572C38B564 - AUDIOHash
GET_VEHICLE_DEFAULT_HORN
Description not yet documented
0x02165D55000219AC - AUDIOHash
GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS
Description not yet documented
0xACB5DCCA1EC76840 - AUDIOint
GET_VEHICLE_HORN_SOUND_INDEX
``` NativeDB Introduced: v1365 ```
0xD53F3A29BCE2580E - AUDIOBOOL
HAS_LOADED_MP_DATA_SET
Description not yet documented
0x544810ED9DB6BBE6 - AUDIOBOOL
HAS_LOADED_SP_DATA_SET
Description not yet documented
0x5B50ABB1FE3746F4 - AUDIOBOOL
HAS_SOUND_FINISHED
Description not yet documented
0xFCBDCE714A7C88E5 - AUDIOBOOL
HINT_AMBIENT_AUDIO_BANK
This native is marked as a deprecated native internally, use [HINT_SCRIPT_AUDIO_BANK](#\_0xFB380A29641EC31A) instead
0x8F8C0E370AE62F5C - AUDIOBOOL
HINT_MISSION_AUDIO_BANK
This is marked as a deprecated function internally, please use [HINT_SCRIPT_AUDIO_BANK](#\_0xFB380A29641EC31A) instead.
0x40763EA7B9B783E7 - AUDIOBOOL
HINT_SCRIPT_AUDIO_BANK
Hints that this bank would be good to load if there are free slots. Does not guarentee loading of the bank, [REQUEST_SCRIPT_AUDIO_BANK](#\_0xFE02FFBED8CA9D99) MUST be used as normal before triggering sounds" This native has a new argument on newer game builds: * **playerBits**: likely used to specifiy players to sync to as a bit mask (1 << (0-128))
0xFB380A29641EC31A - AUDIOvoid
INIT_SYNCH_SCENE_AUDIO_WITH_ENTITY
Description not yet documented
0x950A154B8DAB6185 - AUDIOvoid
INIT_SYNCH_SCENE_AUDIO_WITH_POSITION
Description not yet documented
0xC8EDE9BDBCCBA6D4 - AUDIOvoid
INTERRUPT_CONVERSATION
Handles conversation interrupts, using the code-side system for improved timing and to minimize unfriendly logic interactions.
0xA018A12E5C5C2FA6
A living reference. Documentation coverage varies by native and source.