AUDIO Natives - Part 1 of 5
Red Dead Redemption 3 Native Functions Reference
Namespace: AUDIO
Natives in this file: 50
Total natives in namespace: 221
Generated from: RDR3natives JSON data
AUDIO_TRIGGER_EXPLOSION
| Property | Value |
|---|---|
| Native Name | AUDIO_TRIGGER_EXPLOSION |
| Hash | 0x374F0E716BFCDE82 |
| Return Type | void |
| Build | 1207 |
| Parameters | name (char*), x (float), y (float), z (float) |
Usage
Lua (Direct):
AudioTriggerExplosion(name, x, y, z)
Lua (Hash):
Citizen.InvokeNative(0x374F0E716BFCDE82, name, x, y, z)
CLEAR_CONVERSATION_HISTORY
| Property | Value |
|---|---|
| Native Name | CLEAR_CONVERSATION_HISTORY |
| Hash | 0x33D51F801CB16E4F |
| Return Type | void |
| Build | 1207 |
| Parameters | None |
Usage
Lua (Direct):
ClearConversationHistory()
Lua (Hash):
Citizen.InvokeNative(0x33D51F801CB16E4F, )
IS_SCRIPTED_CONVERSATION_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_SCRIPTED_CONVERSATION_PLAYING |
| Hash | 0x1ECC76792F661CF5 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | p0 (char*) |
Usage
Lua (Direct):
local result = IsScriptedConversationPlaying(p0)
Lua (Hash):
local result = Citizen.InvokeNative(0x1ECC76792F661CF5, p0)
PLAY_SOUND_FROM_ENTITY
| Property | Value |
|---|---|
| Native Name | PLAY_SOUND_FROM_ENTITY |
| Hash | 0x6FB1DA3CA9DA7D90 |
| Return Type | void |
| Build | 1207 |
| Parameters | audioName (char*), entity (Entity), audioRef (char*), isNetwork (BOOL), p4 (Any), p5 (Any) |
Usage
Lua (Direct):
PlaySoundFromEntity(audioName, entity, audioRef, isNetwork, p4, p5)
Lua (Hash):
Citizen.InvokeNative(0x6FB1DA3CA9DA7D90, audioName, entity, audioRef, isNetwork, p4, p5)
PREPARE_SOUND
| Property | Value |
|---|---|
| Native Name | PREPARE_SOUND |
| Hash | 0xE368E8422C860BA7 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | soundName (char*), soundsetName (char*), soundId (int) |
Description: soundId maybe be incorrect name for param p2, in the decompiles is always -2
Usage
Lua (Direct):
local result = PrepareSound(soundName, soundsetName, soundId)
Lua (Hash):
local result = Citizen.InvokeNative(0xE368E8422C860BA7, soundName, soundsetName, soundId)
PREPARE_SOUNDSET
| Property | Value |
|---|---|
| Native Name | PREPARE_SOUNDSET |
| Hash | 0xD9130842D7226045 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | soundsetName (char*), p1 (BOOL) |
Description: https://github.com/femga/rdr3_discoveries/tree/master/audio/soundsets
Usage
Lua (Direct):
local result = PrepareSoundset(soundsetName, p1)
Lua (Hash):
local result = Citizen.InvokeNative(0xD9130842D7226045, soundsetName, p1)
PREPARE_SOUND_WITH_ENTITY
| Property | Value |
|---|---|
| Native Name | PREPARE_SOUND_WITH_ENTITY |
| Hash | 0x4AD019591E94C064 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | soundName (char*), entity (Entity), soundsetName (char*), soundId (int) |
Usage
Lua (Direct):
local result = PrepareSoundWithEntity(soundName, entity, soundsetName, soundId)
Lua (Hash):
local result = Citizen.InvokeNative(0x4AD019591E94C064, soundName, entity, soundsetName, soundId)
ADD_ENTITY_TO_AUDIO_MIX_GROUP
| Property | Value |
|---|---|
| Native Name | ADD_ENTITY_TO_AUDIO_MIX_GROUP |
| Hash | 0x153973AB99FE8980 |
| Return Type | void |
| Build | 1207 |
| Parameters | entity (Entity), groupName (char*), fadeIn (float) |
Description: ``` All found occurrences in b678d: pastebin.com/ceu67jz8
### Usage
**Lua (Direct):**
```lua
AddEntityToAudioMixGroup(entity, groupName, fadeIn)
Lua (Hash):
Citizen.InvokeNative(0x153973AB99FE8980, entity, groupName, fadeIn)
ADD_PED_TO_CONVERSATION
| Property | Value |
|---|---|
| Native Name | ADD_PED_TO_CONVERSATION |
| Hash | 0x95D9F4BC443956E7 |
| Return Type | void |
| Build | 1207 |
| Parameters | speakerConversationIndex (int), ped (Ped), voiceName (char*) |
Usage
Lua (Direct):
AddPedToConversation(speakerConversationIndex, ped, voiceName)
Lua (Hash):
Citizen.InvokeNative(0x95D9F4BC443956E7, speakerConversationIndex, ped, voiceName)
AUDIO_IS_MUSIC_PLAYING
| Property | Value |
|---|---|
| Native Name | AUDIO_IS_SCRIPTED_MUSIC_PLAYING |
| Hash | 0x845FFC3A4FEEFA3E |
| Return Type | BOOL |
| Build | 1207 |
Description: Old name: AUDIO_IS_SCRIPTED_MUSIC_PLAYING
Usage
Lua (Direct):
local result = AudioIsScriptedMusicPlaying()
Lua (Hash):
local result = Citizen.InvokeNative(0x845FFC3A4FEEFA3E)
CANCEL_MUSIC_EVENT
| Property | Value |
|---|---|
| Native Name | CANCEL_MUSIC_EVENT |
| Hash | 0x5B17A90291133DA5 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | eventName (char*) |
Description: ``` All music event names found in the b617d scripts: pastebin.com/GnYt0R3P
### Parameters
- **`eventName`** (`char*`) — the name of the event to cancel
### Usage
**Lua (Direct):**
```lua
local result = CancelMusicEvent(eventName)
Lua (Hash):
local result = Citizen.InvokeNative(0x5B17A90291133DA5, eventName)
CLEAR_AMBIENT_ZONE_LIST_STATE
| Property | Value |
|---|---|
| Native Name | CLEAR_AMBIENT_ZONE_LIST_STATE |
| Hash | 0x120C48C614909FA4 |
| Return Type | void |
| Build | 1207 |
| Parameters | zoneListName (char*), forceUpdate (BOOL) |
Description: Resets the list of ambients zones enabled/disabled status to its value before it was modified by this script.
Default behaviour is that any state change only gets applied once the player leaves the zone.
Parameters
zoneListName(char*) — The zone name to clearforceUpdate(BOOL) — Whether ot not to force a zone to become disabled even if its currently active
Usage
Lua (Direct):
ClearAmbientZoneListState(zoneListName, forceUpdate)
Lua (Hash):
Citizen.InvokeNative(0x120C48C614909FA4, zoneListName, forceUpdate)
CLEAR_AMBIENT_ZONE_STATE
| Property | Value |
|---|---|
| Native Name | CLEAR_AMBIENT_ZONE_STATE |
| Hash | 0x218DD44AAAC964FF |
| Return Type | void |
| Build | 1207 |
| Parameters | zoneName (char*), forceUpdate (BOOL) |
Description: Resets the ambient zone enabled/disabled status to its value before it was modified by this script
Default behaviour is that any state change only gets applied once the player leaves the zone.
Parameters
zoneName(char*) — the zone name to clearforceUpdate(BOOL) — Whether ot not to force a zone to become disabled even if its currently active
Usage
Lua (Direct):
ClearAmbientZoneState(zoneName, forceUpdate)
Lua (Hash):
Citizen.InvokeNative(0x218DD44AAAC964FF, zoneName, forceUpdate)
CREATE_NEW_SCRIPTED_CONVERSATION
| Property | Value |
|---|---|
| Native Name | CREATE_NEW_SCRIPTED_CONVERSATION |
| Hash | 0xD2C91A0B572AAE56 |
| Return Type | void |
| Build | 1207 |
Usage
Lua (Direct):
CreateNewScriptedConversation()
Lua (Hash):
Citizen.InvokeNative(0xD2C91A0B572AAE56)
DISABLE_PED_PAIN_AUDIO
| Property | Value |
|---|---|
| Native Name | DISABLE_PED_PAIN_AUDIO |
| Hash | 0xA9A41C1E940FB0E8 |
| Return Type | void |
| Build | 1207 |
| Parameters | ped (Ped), shouldDisable (BOOL) |
Usage
Lua (Direct):
DisablePedPainAudio(ped, shouldDisable)
Lua (Hash):
Citizen.InvokeNative(0xA9A41C1E940FB0E8, ped, shouldDisable)
DOES_CONTEXT_EXIST_FOR_THIS_PED
| Property | Value |
|---|---|
| Native Name | DOES_CONTEXT_EXIST_FOR_THIS_PED |
| Hash | 0x49B99BF3FDA89A7A |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped), speechName (char*), allowBackupPVGs (BOOL) |
Description: Checks if the context exists for the ped, searching through the voices in its PedVoiceGroup.
The final argument can be set to true to allow searching in backup PVGs
Usage
Lua (Direct):
local result = DoesContextExistForThisPed(ped, speechName, allowBackupPVGs)
Lua (Hash):
local result = Citizen.InvokeNative(0x49B99BF3FDA89A7A, ped, speechName, allowBackupPVGs)
FORCE_PED_PANIC_WALLA
| Property | Value |
|---|---|
| Native Name | FORCE_PED_PANIC_WALLA |
| Hash | 0x062D5EAD4DA2FA6A |
| Return Type | void |
| Build | 1207 |
Description: Forces the ambient peds into their panic walla state
Usage
Lua (Direct):
ForcePedPanicWalla()
Lua (Hash):
Citizen.InvokeNative(0x062D5EAD4DA2FA6A)
FORCE_USE_AUDIO_GAME_OBJECT
| Property | Value |
|---|---|
| Native Name | FORCE_USE_AUDIO_GAME_OBJECT |
| Hash | 0x4F0C413926060B38 |
| Return Type | void |
| Build | 1207 |
| Parameters | vehicle (Vehicle), gameObjectName (char*) |
Description: This native sets the audio to the specific vehicle hash's audioNameHash.
Usage
Lua (Direct):
ForceUseAudioGameObject(vehicle, gameObjectName)
Lua (Hash):
Citizen.InvokeNative(0x4F0C413926060B38, vehicle, gameObjectName)
GET_CURRENT_SCRIPTED_CONVERSATION_LINE
| Property | Value |
|---|---|
| Native Name | GET_CURRENT_SCRIPTED_CONVERSATION_LINE |
| Hash | 0x480357EE890C295A |
| Return Type | int |
| Build | 1207 |
Usage
Lua (Direct):
local result = GetCurrentScriptedConversationLine()
Lua (Hash):
local result = Citizen.InvokeNative(0x480357EE890C295A)
GET_MUSIC_PLAYTIME
| Property | Value |
|---|---|
| Native Name | GET_MUSIC_PLAYTIME |
| Hash | 0xE7A0D23DC414507B |
| Return Type | int |
| Build | 1207 |
Usage
Lua (Direct):
local result = GetMusicPlaytime()
Lua (Hash):
local result = Citizen.InvokeNative(0xE7A0D23DC414507B)
GET_SOUND_ID
| Property | Value |
|---|---|
| Native Name | GET_SOUND_ID |
| Hash | 0x430386FE9BF80B45 |
| Return Type | int |
| Build | 1207 |
Description: 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 after you've finished using them to allow the engine to recycle the sound id.
Usage
Lua (Direct):
local result = GetSoundId()
Lua (Hash):
local result = Citizen.InvokeNative(0x430386FE9BF80B45)
IS_AMBIENT_SPEECH_DISABLED
| Property | Value |
|---|---|
| Native Name | IS_AMBIENT_SPEECH_DISABLED |
| Hash | 0x932C2D096A2C3FFF |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped) |
Usage
Lua (Direct):
local result = IsAmbientSpeechDisabled(ped)
Lua (Hash):
local result = Citizen.InvokeNative(0x932C2D096A2C3FFF, ped)
IS_AMBIENT_SPEECH_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_AMBIENT_SPEECH_PLAYING |
| Hash | 0x9072C8B49907BFAD |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped) |
Usage
Lua (Direct):
local result = IsAmbientSpeechPlaying(ped)
Lua (Hash):
local result = Citizen.InvokeNative(0x9072C8B49907BFAD, ped)
IS_ANIMAL_VOCALIZATION_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_ANIMAL_VOCALIZATION_PLAYING |
| Hash | 0xC265DF9FB44A9FBD |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | pedHandle (Ped) |
Usage
Lua (Direct):
local result = IsAnimalVocalizationPlaying(pedHandle)
Lua (Hash):
local result = Citizen.InvokeNative(0xC265DF9FB44A9FBD, pedHandle)
IS_ANY_SPEECH_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_ANY_SPEECH_PLAYING |
| Hash | 0x729072355FA39EC9 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped) |
Usage
Lua (Direct):
local result = IsAnySpeechPlaying(ped)
Lua (Hash):
local result = Citizen.InvokeNative(0x729072355FA39EC9, ped)
IS_AUDIO_SCENE_ACTIVE
| Property | Value |
|---|---|
| Native Name | IS_AUDIO_SCENE_ACTIVE |
| Hash | 0xB65B60556E2A9225 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | scene (char*) |
Parameters
scene(char*) — the name of the scene
Usage
Lua (Direct):
local result = IsAudioSceneActive(scene)
Lua (Hash):
local result = Citizen.InvokeNative(0xB65B60556E2A9225, scene)
IS_HORN_ACTIVE
| Property | Value |
|---|---|
| Native Name | IS_HORN_ACTIVE |
| Hash | 0x9D6BFC12B05C6121 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | vehicle (Vehicle) |
Description: Checks whether the horn of a vehicle is currently played.
Usage
Lua (Direct):
local result = IsHornActive(vehicle)
Lua (Hash):
local result = Citizen.InvokeNative(0x9D6BFC12B05C6121, vehicle)
IS_PED_IN_CURRENT_CONVERSATION
| Property | Value |
|---|---|
| Native Name | IS_PED_IN_CURRENT_CONVERSATION |
| Hash | 0x049E937F18F4020C |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped) |
Usage
Lua (Direct):
local result = IsPedInCurrentConversation(ped)
Lua (Hash):
local result = Citizen.InvokeNative(0x049E937F18F4020C, ped)
IS_SCRIPTED_CONVERSATION_LOADED
| Property | Value |
|---|---|
| Native Name | IS_SCRIPTED_CONVERSATION_LOADED |
| Hash | 0xDF0D54BE7A776737 |
| Return Type | BOOL |
| Build | 1207 |
Usage
Lua (Direct):
local result = IsScriptedConversationLoaded()
Lua (Hash):
local result = Citizen.InvokeNative(0xDF0D54BE7A776737)
IS_SCRIPTED_SPEECH_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_SCRIPTED_SPEECH_PLAYING |
| Hash | 0xCC9AA18DCC7084F4 |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | ped (Ped) |
Usage
Lua (Direct):
local result = IsScriptedSpeechPlaying(ped)
Lua (Hash):
local result = Citizen.InvokeNative(0xCC9AA18DCC7084F4, ped)
IS_STREAM_PLAYING
| Property | Value |
|---|---|
| Native Name | IS_STREAM_PLAYING |
| Hash | 0xD11FA52EB849D978 |
| Return Type | BOOL |
| Build | 1207 |
Usage
Lua (Direct):
local result = IsStreamPlaying()
Lua (Hash):
local result = Citizen.InvokeNative(0xD11FA52EB849D978)
LOAD_STREAM
| Property | Value |
|---|---|
| Native Name | LOAD_STREAM |
| Hash | 0x1F1F957154EC51DF |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | streamName (char*), soundSet (char*) |
Description: Load in named stream. Optionally can specify a sound set which contains the sound specified by name.
Names for the streams can be found here, the list will be updated as more are found.
Parameters
streamName(char*)soundSet(char*) — an optional sound set, default is null
Usage
Lua (Direct):
local result = LoadStream(streamName, soundSet)
Lua (Hash):
local result = Citizen.InvokeNative(0x1F1F957154EC51DF, streamName, soundSet)
PAUSE_SCRIPTED_CONVERSATION
| Property | Value |
|---|---|
| Native Name | PAUSE_SCRIPTED_CONVERSATION |
| Hash | 0x8530AD776CD72B12 |
| Return Type | void |
| Build | 1207 |
| Parameters | finishCurrentLine (BOOL) |
Description: To resume the conversation use RESTART_SCRIPTED_CONVERSATION
Usage
Lua (Direct):
PauseScriptedConversation(finishCurrentLine)
Lua (Hash):
Citizen.InvokeNative(0x8530AD776CD72B12, finishCurrentLine)
PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE
| Property | Value |
|---|---|
| Native Name | PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE |
| Hash | 0xED640017ED337E45 |
| Return Type | void |
| Build | 1207 |
| Parameters | speechName (char*), voiceName (char*), x (float), y (float), z (float), speechParam (char*) |
Description: Old name: _PLAY_AMBIENT_SPEECH_AT_COORDS
Parameters
speechName(char*)voiceName(char*)x(float)y(float)z(float)speechParam(char*) — SeePLAY_PED_AMBIENT_SPEECH_NATIVEfor params
Usage
Lua (Direct):
PlayAmbientSpeechFromPositionNative(speechName, voiceName, x, y, z, speechParam)
Lua (Hash):
Citizen.InvokeNative(0xED640017ED337E45, speechName, voiceName, x, y, z, speechParam)
PLAY_ANIMAL_VOCALIZATION
| Property | Value |
|---|---|
| Native Name | PLAY_ANIMAL_VOCALIZATION |
| Hash | 0xEE066C7006C49C0A |
| Return Type | void |
| Build | 1207 |
| Parameters | pedHandle (Ped), animalType (int), speechName (char*) |
Description: ```cpp enum eAudAnimalType { AUD_ANIMAL_NONE = -1, AUD_ANIMAL_BOAR = 0, AUD_ANIMAL_CHICKEN = 1, AUD_ANIMAL_DOG = 2, AUD_ANIMAL_DOG_ROTTWEILER = 3, AUD_ANIMAL_HORSE = 4, AUD_NUM_ANIMALS = 5 }
### Usage
**Lua (Direct):**
```lua
PlayAnimalVocalization(pedHandle, animalType, speechName)
Lua (Hash):
Citizen.InvokeNative(0xEE066C7006C49C0A, pedHandle, animalType, speechName)
PLAY_END_CREDITS_MUSIC
| Property | Value |
|---|---|
| Native Name | PLAY_END_CREDITS_MUSIC |
| Hash | 0xCD536C4D33DCC900 |
| Return Type | void |
| Build | 1207 |
| Parameters | bActive (BOOL) |
Usage
Lua (Direct):
PlayEndCreditsMusic(bActive)
Lua (Hash):
Citizen.InvokeNative(0xCD536C4D33DCC900, bActive)
PLAY_PAIN
| Property | Value |
|---|---|
| Native Name | PLAY_PAIN |
| Hash | 0xBC9AE166038A5CEC |
| Return Type | void |
| Build | 1207 |
| Parameters | ped (Ped), damageReason (int), rawDamage (float) |
Description: This native had a 4th parameter added in newer game builds
syncOverNetwork creates a CPedPlayPainEvent when set to true, by default this variable is false.
You won't be able to use this for clones (remote pedestrians that are not owned by you) or migrating peds if syncOverNetwork is set to true; it simply won't execute.
The ped should also have speech for this to work.
enum eAudDamageReason {
AUD_DAMAGE_REASON_DEFAULT = 0,
AUD_DAMAGE_REASON_FALLING = 1,
AUD_DAMAGE_REASON_SUPER_FALLING = 2,
AUD_DAMAGE_REASON_SCREAM_PANIC = 3,
AUD_DAMAGE_REASON_SCREAM_PANIC_SHORT = 4,
AUD_DAMAGE_REASON_SCREAM_SCARED = 5,
AUD_DAMAGE_REASON_SCREAM_SHOCKED = 6,
AUD_DAMAGE_REASON_SCREAM_TERROR = 7,
AUD_DAMAGE_REASON_ON_FIRE = 8,
AUD_DAMAGE_REASON_DROWNING = 9,
// drowning on the surface of water, after we time out
AUD_DAMAGE_REASON_SURFACE_DROWNING = 10,
AUD_DAMAGE_REASON_INHALE = 11,
AUD_DAMAGE_REASON_EXHALE = 12,
AUD_DAMAGE_REASON_POST_FALL_GRUNT = 13,
AUD_DAMAGE_REASON_ENTERING_RAGDOLL_DEATH = 14,
AUD_DAMAGE_REASON_EXPLOSION = 15,
AUD_DAMAGE_REASON_MELEE = 16,
AUD_DAMAGE_REASON_SHOVE = 17,
AUD_DAMAGE_REASON_WHEEZE = 18,
AUD_DAMAGE_REASON_COUGH = 19,
AUD_DAMAGE_REASON_TAZER = 20,
AUD_DAMAGE_REASON_EXHAUSTION = 21,
AUD_DAMAGE_REASON_CLIMB_LARGE = 22,
AUD_DAMAGE_REASON_CLIMB_SMALL = 23,
AUD_DAMAGE_REASON_JUMP = 24,
AUD_DAMAGE_REASON_COWER = 25,
AUD_DAMAGE_REASON_WHIMPER = 26,
AUD_DAMAGE_REASON_DYING_MOAN = 27,
AUD_DAMAGE_REASON_CYCLING_EXHALE = 28,
AUD_DAMAGE_REASON_PAIN_RAPIDS = 29,
AUD_DAMAGE_REASON_SNEEZE = 30,
AUD_DAMAGE_REASON_MELEE_SMALL_GRUNT = 31,
AUD_DAMAGE_REASON_MELEE_LARGE_GRUNT = 32,
AUD_DAMAGE_REASON_POST_FALL_GRUNT_LOW = 33
}
Parameters
ped(Ped) — The ped entity.damageReason(int) — The damage reason/type, refer to eAudDamageReasonrawDamage(float) — Damage value, defaults to 0.0
Usage
Lua (Direct):
PlayPain(ped, damageReason, rawDamage)
Lua (Hash):
Citizen.InvokeNative(0xBC9AE166038A5CEC, ped, damageReason, rawDamage)
Examples
-- Play ON_FIRE (8) for all nearby peds, don't create an event (last parameter set to false)
for _, ped in ipairs(GetGamePool('CPed')) do
PlayPain(ped, 8, 0.0, false)
end
PLAY_PED_AMBIENT_SPEECH_NATIVE
| Property | Value |
|---|---|
| Native Name | PLAY_PED_AMBIENT_SPEECH_NATIVE |
| Hash | 0x8E04FEDD28D42462 |
| Return Type | void |
| Build | 1207 |
| Parameters | ped (Ped), speechName (char*), speechParam (char*) |
Description: Plays ambient speech; see also PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE. Some speeches only play on certain ped models.
A full list of speech names can be found here.
static const char *SpeechParams[] = {
"SPEECH_PARAMS_ADD_BLIP",
"SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT",
"SPEECH_PARAMS_ADD_BLIP_FORCE",
"SPEECH_PARAMS_ADD_BLIP_INTERRUPT",
"SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE",
"SPEECH_PARAMS_ADD_BLIP_SHOUTED",
"SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE",
"SPEECH_PARAMS_ALLOW_REPEAT",
"SPEECH_PARAMS_BEAT",
"SPEECH_PARAMS_FORCE",
"SPEECH_PARAMS_FORCE_FRONTEND",
"SPEECH_PARAMS_FORCE_HELI",
"SPEECH_PARAMS_FORCE_MEGAPHONE",
"SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND",
"SPEECH_PARAMS_FORCE_NORMAL",
"SPEECH_PARAMS_FORCE_NORMAL_CLEAR",
"SPEECH_PARAMS_FORCE_NORMAL_CRITICAL",
"SPEECH_PARAMS_FORCE_PRELOAD_ONLY",
"SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED",
"SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR",
"SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL",
"SPEECH_PARAMS_FORCE_SHOUTED",
"SPEECH_PARAMS_FORCE_SHOUTED_CLEAR",
"SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL",
"SPEECH_PARAMS_HELI",
"SPEECH_PARAMS_INTERRUPT",
"SPEECH_PARAMS_INTERRUPT_FRONTEND",
"SPEECH_PARAMS_INTERRUPT_NO_FORCE",
"SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND",
"SPEECH_PARAMS_INTERRUPT_SHOUTED",
"SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR",
"SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL",
"SPEECH_PARAMS_MEGAPHONE",
"SPEECH_PARAMS_SHOUTED",
"SPEECH_PARAMS_SHOUTED_CLEAR",
"SPEECH_PARAMS_SHOUTED_CRITICAL",
"SPEECH_PARAMS_STANDARD"
}
Parameters
ped(Ped) — The ped to play the ambient speech.speechName(char*) — Name of the speech to play, eg. "GENERIC_HI".speechParam(char*) — Name of the speechParam rage game object to look to for various details on how the speech should be played.
Usage
Lua (Direct):
PlayPedAmbientSpeechNative(ped, speechName, speechParam)
Lua (Hash):
Citizen.InvokeNative(0x8E04FEDD28D42462, ped, speechName, speechParam)
PLAY_SOUND
| Property | Value |
|---|---|
| Native Name | PLAY_SOUND |
| Hash | 0x7FF4944CC209192D |
| Return Type | void |
| Build | 1207 |
| Parameters | soundId (int), audioName (char*), audioRef (char*), p3 (BOOL), p4 (Any), p5 (BOOL) |
Description: ``` All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ
### Usage
**Lua (Direct):**
```lua
PlaySound(soundId, audioName, audioRef, p3, p4, p5)
Lua (Hash):
Citizen.InvokeNative(0x7FF4944CC209192D, soundId, audioName, audioRef, p3, p4, p5)
PLAY_SOUND_FRONTEND
| Property | Value |
|---|---|
| Native Name | PLAY_SOUND_FRONTEND |
| Hash | 0x67C540AA08E4A6F5 |
| Return Type | void |
| Build | 1207 |
| Parameters | soundId (int), audioName (char*), audioRef (char*), p3 (BOOL) |
Description: ``` List: https://pastebin.com/DCeRiaLJ All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM
### Usage
**Lua (Direct):**
```lua
PlaySoundFrontend(soundId, audioName, audioRef, p3)
Lua (Hash):
Citizen.InvokeNative(0x67C540AA08E4A6F5, soundId, audioName, audioRef, p3)
PLAY_STREAM_FROM_PED
| Property | Value |
|---|---|
| Native Name | PLAY_STREAM_FROM_PED |
| Hash | 0x89049DD63C08B5D1 |
| Return Type | void |
| Build | 1207 |
| Parameters | ped (Ped) |
Description: Plays a preloaded stream back from the specified ped.
Usage
Lua (Direct):
PlayStreamFromPed(ped)
Lua (Hash):
Citizen.InvokeNative(0x89049DD63C08B5D1, ped)
PLAY_STREAM_FROM_POSITION
| Property | Value |
|---|---|
| Native Name | PLAY_STREAM_FROM_POSITION |
| Hash | 0x21442F412E8DE56B |
| Return Type | void |
| Build | 1207 |
| Parameters | x (float), y (float), z (float) |
Description: Plays a preloaded stream back from the specified Vector3.
Usage
Lua (Direct):
PlayStreamFromPosition(x, y, z)
Lua (Hash):
Citizen.InvokeNative(0x21442F412E8DE56B, x, y, z)
PLAY_STREAM_FRONTEND
| Property | Value |
|---|---|
| Native Name | PLAY_STREAM_FRONTEND |
| Hash | 0x58FCE43488F9F5F4 |
| Return Type | void |
| Build | 1207 |
Usage
Lua (Direct):
PlayStreamFrontend()
Lua (Hash):
Citizen.InvokeNative(0x58FCE43488F9F5F4)
PRELOAD_SCRIPT_CONVERSATION
| Property | Value |
|---|---|
| Native Name | PRELOAD_SCRIPT_CONVERSATION |
| Hash | 0x3B3CAD6166916D87 |
| Return Type | void |
| Build | 1207 |
| Parameters | displaySubtitles (BOOL), addToBriefScreen (BOOL), cloneConversation (BOOL), interruptible (BOOL) |
Description: Similar to START_SCRIPT_CONVERSATION, except that is starts the conversation off paused.
A scripter can then kick off the conversation by calling START_PRELOADED_CONVERSATION.
If they want to check that the conversation is done preloading, they can use GET_IS_PRELOADED_CONVERSATION_READY
Parameters
displaySubtitles(BOOL)addToBriefScreen(BOOL) — Defaults to truecloneConversation(BOOL) — Defaults to falseinterruptible(BOOL) — Defaults to true
Usage
Lua (Direct):
PreloadScriptConversation(displaySubtitles, addToBriefScreen, cloneConversation, interruptible)
Lua (Hash):
Citizen.InvokeNative(0x3B3CAD6166916D87, displaySubtitles, addToBriefScreen, cloneConversation, interruptible)
PREPARE_MUSIC_EVENT
| Property | Value |
|---|---|
| Native Name | PREPARE_MUSIC_EVENT |
| Hash | 0x1E5185B72EF5158A |
| Return Type | BOOL |
| Build | 1207 |
| Parameters | eventName (char*) |
Description: Prepares the specified music event. Preparing it in advance will preload any required data so that it's ready to play immediately.
Usage
Lua (Direct):
local result = PrepareMusicEvent(eventName)
Lua (Hash):
local result = Citizen.InvokeNative(0x1E5185B72EF5158A, eventName)
REGISTER_SCRIPT_WITH_AUDIO
| Property | Value |
|---|---|
| Native Name | REGISTER_SCRIPT_WITH_AUDIO |
| Hash | 0xC6ED9D5092438D91 |
| Return Type | void |
| Build | 1207 |
| Parameters | inChargeOfAudio (BOOL) |
Description: This native does absolutely nothing, just a nullsub
Usage
Lua (Direct):
RegisterScriptWithAudio(inChargeOfAudio)
Lua (Hash):
Citizen.InvokeNative(0xC6ED9D5092438D91, inChargeOfAudio)
RELEASE_NAMED_SCRIPT_AUDIO_BANK
| Property | Value |
|---|---|
| Native Name | RELEASE_NAMED_SCRIPT_AUDIO_BANK |
| Hash | 0x77ED170667F50170 |
| Return Type | void |
| Build | 1207 |
| Parameters | audioBank (char*) |
Description: Unloads the specified audioBank
Usage
Lua (Direct):
ReleaseNamedScriptAudioBank(audioBank)
Lua (Hash):
Citizen.InvokeNative(0x77ED170667F50170, audioBank)
RELEASE_SCRIPT_AUDIO_BANK
| Property | Value |
|---|---|
| Native Name | RELEASE_SCRIPT_AUDIO_BANK |
| Hash | 0x7A2D8AD0A9EB9C3F |
| Return Type | void |
| Build | 1207 |
Description: Unloads all audio banks requested by this script.
Usage
Lua (Direct):
ReleaseScriptAudioBank()
Lua (Hash):
Citizen.InvokeNative(0x7A2D8AD0A9EB9C3F)
RELEASE_SOUND_ID
| Property | Value |
|---|---|
| Native Name | RELEASE_SOUND_ID |
| Hash | 0x353FC880830B88FA |
| Return Type | void |
| Build | 1207 |
| Parameters | soundId (int) |
Description: This should be called once a sound has finished being manipulated by the script so that its SoundId can be released and re-used.
Usage
Lua (Direct):
ReleaseSoundId(soundId)
Lua (Hash):
Citizen.InvokeNative(0x353FC880830B88FA, soundId)
REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP
| Property | Value |
|---|---|
| Native Name | REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP |
| Hash | 0x18EB48CFC41F2EA0 |
| Return Type | void |
| Build | 1207 |
| Parameters | entity (Entity), fadeOut (float) |
Description: Removes an entity from its current mix group.
Parameters
entity(Entity)fadeOut(float) — Defaults to 0.0
Usage
Lua (Direct):
RemoveEntityFromAudioMixGroup(entity, fadeOut)
Lua (Hash):
Citizen.InvokeNative(0x18EB48CFC41F2EA0, entity, fadeOut)