From the reference libraryRedM

AUDIO Natives - Part 2 of 5

natives/AUDIO/AUDIO_natives_part2.md

AUDIO Natives - Part 2 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


SET_AUDIO_ONLINE_TRANSITION_STAGE

Property Value
Native Name SET_AUDIO_ONLINE_TRANSITION_STAGE
Hash 0x9B1FC259187C97C0
Return Type void
Build 1207
Parameters p0 (char*)

Usage

Lua (Direct):

SetAudioOnlineTransitionStage(p0)

Lua (Hash):

Citizen.InvokeNative(0x9B1FC259187C97C0, p0)

SET_IS_SCRIPTED_SPEECH_DISABLED

Property Value
Native Name SET_IS_SCRIPTED_SPEECH_DISABLED
Hash 0xB2DE3AEBE31150E2
Return Type Any
Build 1207
Parameters ped (Ped), disabled (BOOL)

Parameters

  • ped (Ped)
  • disabled (BOOL)

Usage

Lua (Direct):

local result = SetIsScriptedSpeechDisabled(ped, disabled)

Lua (Hash):

local result = Citizen.InvokeNative(0xB2DE3AEBE31150E2, ped, disabled)

STOP_CURRENT_PLAYING_SPEECH

Property Value
Native Name STOP_CURRENT_PLAYING_SPEECH
Hash 0x79D2F0E66F81D90D
Return Type void
Build 1207
Parameters ped (Ped), p1 (Any)

Parameters

  • ped (Ped)
  • p1 (Any)

Usage

Lua (Direct):

StopCurrentPlayingSpeech(ped, p1)

Lua (Hash):

Citizen.InvokeNative(0x79D2F0E66F81D90D, ped, p1)

_0x017492B2201E3428

Property Value
Native Name _0x017492B2201E3428
Hash 0x017492B2201E3428
Return Type void
Build 1207
Parameters p0 (Any), p1 (Any), p2 (Any), p3 (Any)

Parameters

  • p0 (Any)
  • p1 (Any)
  • p2 (Any)
  • p3 (Any)

Usage

Lua (Direct):

_0x017492B2201E3428(p0, p1, p2, p3)

Lua (Hash):

Citizen.InvokeNative(0x017492B2201E3428, p0, p1, p2, p3)

_0x018ABE833CA64D2A

Property Value
Native Name _0x018ABE833CA64D2A
Hash 0x018ABE833CA64D2A
Return Type void
Build 1232
Parameters ped (Ped), hash (Hash)

Description: RESET_PED* hash used is MOONSHINE_BAND used along side 0xBC07CA8FD710E7FD

Usage

Lua (Direct):

_0x018ABE833CA64D2A(ped, hash)

Lua (Hash):

Citizen.InvokeNative(0x018ABE833CA64D2A, ped, hash)

_0x06C5DF5EE444BC6B

Property Value
Native Name _0x06C5DF5EE444BC6B
Hash 0x06C5DF5EE444BC6B
Return Type void
Build 1207
Parameters p0 (Any), p1 (Any), p2 (Any), p3 (Any), p4 (Any)

Parameters

  • p0 (Any)
  • p1 (Any)
  • p2 (Any)
  • p3 (Any)
  • p4 (Any)

Usage

Lua (Direct):

_0x06C5DF5EE444BC6B(p0, p1, p2, p3, p4)

Lua (Hash):

Citizen.InvokeNative(0x06C5DF5EE444BC6B, p0, p1, p2, p3, p4)

_0x078F77FD1A43EAB3

Property Value
Native Name _0x078F77FD1A43EAB3
Hash 0x078F77FD1A43EAB3
Return Type void
Build 1207
Parameters p0 (Any), p1 (Any)

Parameters

  • p0 (Any)
  • p1 (Any)

Usage

Lua (Direct):

_0x078F77FD1A43EAB3(p0, p1)

Lua (Hash):

Citizen.InvokeNative(0x078F77FD1A43EAB3, p0, p1)

_0x0CB3D1919E8D7CBA

Property Value
Native Name _0x0CB3D1919E8D7CBA
Hash 0x0CB3D1919E8D7CBA
Return Type BOOL
Build 1207
Parameters convoRoot (const char*)

Parameters

  • convoRoot (const char*)

Usage

Lua (Direct):

local result = _0x0CB3D1919E8D7CBA(convoRoot)

Lua (Hash):

local result = Citizen.InvokeNative(0x0CB3D1919E8D7CBA, convoRoot)

_0x0FAF7171BF613B80

Property Value
Native Name _0x0FAF7171BF613B80
Hash 0x0FAF7171BF613B80
Return Type void
Build 1207
Parameters p0 (Any)

Parameters

  • p0 (Any)

Usage

Lua (Direct):

_0x0FAF7171BF613B80(p0)

Lua (Hash):

Citizen.InvokeNative(0x0FAF7171BF613B80, p0)

_0x131EC9247E7A2903

Property Value
Native Name _0x131EC9247E7A2903
Hash 0x131EC9247E7A2903
Return Type Any
Build 1207
Parameters p0 (Any)

Parameters

  • p0 (Any)

Usage

Lua (Direct):

local result = _0x131EC9247E7A2903(p0)

Lua (Hash):

local result = Citizen.InvokeNative(0x131EC9247E7A2903, p0)

_0x138ADB94F8B90616

Property Value
Native Name _0x138ADB94F8B90616
Hash 0x138ADB94F8B90616
Return Type void
Build 1207
Parameters None

Usage

Lua (Direct):

_0x138ADB94F8B90616()

Lua (Hash):

Citizen.InvokeNative(0x138ADB94F8B90616, )

_0x139A4B9DF2D26CBF

Property Value
Native Name _0x139A4B9DF2D26CBF
Hash 0x139A4B9DF2D26CBF
Return Type void
Build 1232
Parameters ped (Ped), p1 (int)

Description: p1 is an int seems to be a duration returned from 0x886657C5B3D8EDE3

Usage

Lua (Direct):

_0x139A4B9DF2D26CBF(ped, p1)

Lua (Hash):

Citizen.InvokeNative(0x139A4B9DF2D26CBF, ped, p1)

_0x152ED1B56E8F1F50

Property Value
Native Name _0x152ED1B56E8F1F50
Hash 0x152ED1B56E8F1F50
Return Type Ped
Build 1207
Parameters p0 (const char*), currentScriptedConvoLine (int)

Parameters

  • p0 (const char*)
  • currentScriptedConvoLine (int)

Usage

Lua (Direct):

local result = _0x152ED1B56E8F1F50(p0, currentScriptedConvoLine)

Lua (Hash):

local result = Citizen.InvokeNative(0x152ED1B56E8F1F50, p0, currentScriptedConvoLine)

_0x1E6F9A9FE1A99F36

Property Value
Native Name _0x1E6F9A9FE1A99F36
Hash 0x1E6F9A9FE1A99F36
Return Type void
Build 1207
Parameters audSpeechEvent (const char*)

Parameters

  • audSpeechEvent (const char*)

Usage

Lua (Direct):

_0x1E6F9A9FE1A99F36(audSpeechEvent)

Lua (Hash):

Citizen.InvokeNative(0x1E6F9A9FE1A99F36, audSpeechEvent)

_0x254B0241E964B450

Property Value
Native Name _0x254B0241E964B450
Hash 0x254B0241E964B450
Return Type Ped
Build 1207
Parameters p0 (const char*), currentScriptedConvoLine (int)

Parameters

  • p0 (const char*)
  • currentScriptedConvoLine (int)

Usage

Lua (Direct):

local result = _0x254B0241E964B450(p0, currentScriptedConvoLine)

Lua (Hash):

local result = Citizen.InvokeNative(0x254B0241E964B450, p0, currentScriptedConvoLine)

_0x259ACC5B52A2B2D9

Property Value
Native Name _0x259ACC5B52A2B2D9
Hash 0x259ACC5B52A2B2D9
Return Type void
Build 1207
Parameters p0 (Any), p1 (Any)

Parameters

  • p0 (Any)
  • p1 (Any)

Usage

Lua (Direct):

_0x259ACC5B52A2B2D9(p0, p1)

Lua (Hash):

Citizen.InvokeNative(0x259ACC5B52A2B2D9, p0, p1)

_0x2651DDC0EA269073

Property Value
Native Name _0x2651DDC0EA269073
Hash 0x2651DDC0EA269073
Return Type void
Build 1207
Parameters ropeId (int), p1 (float)

Parameters

  • ropeId (int)
  • p1 (float)

Usage

Lua (Direct):

_0x2651DDC0EA269073(ropeId, p1)

Lua (Hash):

Citizen.InvokeNative(0x2651DDC0EA269073, ropeId, p1)

End of AUDIO natives part 2

REMOVE_PORTAL_SETTINGS_OVERRIDE

Property Value
Native Name REMOVE_PORTAL_SETTINGS_OVERRIDE
Hash 0xB4BBFD9CD8B3922B
Return Type void
Build 1207
Parameters portalSettingsName (char*)

Description: ``` Found in the b617d scripts, duplicates removed: AUDIO::_B4BBFD9CD8B3922B("V_CARSHOWROOM_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_CIA_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_DLC_HEIST_APARTMENT_DOOR_CLOSED"); AUDIO::_B4BBFD9CD8B3922B("V_FINALEBANK_PS_VAULT_INTACT"); AUDIO::_B4BBFD9CD8B3922B("V_MICHAEL_PS_BATHROOM_WITH_WINDOW");


For events like cars driving through windows, allows script to unocclude that window

### Usage

**Lua (Direct):**
```lua
RemovePortalSettingsOverride(portalSettingsName)

Lua (Hash):

Citizen.InvokeNative(0xB4BBFD9CD8B3922B, portalSettingsName)

REQUEST_SCRIPT_AUDIO_BANK

Property Value
Native Name REQUEST_SCRIPT_AUDIO_BANK
Hash 0x2F844A8B08D76685
Return Type BOOL
Build 1207
Parameters bankName (char*), bOverNetwork (BOOL)

Description: This native has a new argument on newer game builds:

  • playerBits:

Usage

Lua (Direct):

local result = RequestScriptAudioBank(bankName, bOverNetwork)

Lua (Hash):

local result = Citizen.InvokeNative(0x2F844A8B08D76685, bankName, bOverNetwork)

RESTART_SCRIPTED_CONVERSATION

Property Value
Native Name RESTART_SCRIPTED_CONVERSATION
Hash 0x9AEB285D1818C9AC
Return Type void
Build 1207

Description: Restarts a conversation that was previously paused with PAUSE_SCRIPTED_CONVERSATION

Usage

Lua (Direct):

RestartScriptedConversation()

Lua (Hash):

Citizen.InvokeNative(0x9AEB285D1818C9AC)

SET_AMBIENT_VOICE_NAME

Property Value
Native Name SET_AMBIENT_VOICE_NAME
Hash 0x6C8065A3B780185B
Return Type void
Build 1207
Parameters ped (Ped), voiceName (char*)

Description: Sets the specified ped to use a specific voice different to the one associated with their model.

Usage

Lua (Direct):

SetAmbientVoiceName(ped, voiceName)

Lua (Hash):

Citizen.InvokeNative(0x6C8065A3B780185B, ped, voiceName)

SET_AMBIENT_ZONE_LIST_STATE

Property Value
Native Name SET_AMBIENT_ZONE_LIST_STATE
Hash 0x9748FA4DE50CCE3E
Return Type void
Build 1207
Parameters zoneListName (char*), enabled (BOOL), forceUpdate (BOOL)

Parameters

  • zoneListName (char*)
  • enabled (BOOL) — Enables/disables a list of ambient zones for the duration of this script
  • forceUpdate (BOOL) — Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.

Usage

Lua (Direct):

SetAmbientZoneListState(zoneListName, enabled, forceUpdate)

Lua (Hash):

Citizen.InvokeNative(0x9748FA4DE50CCE3E, zoneListName, enabled, forceUpdate)

SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT

Property Value
Native Name SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT
Hash 0xF3638DAE8C4045E1
Return Type void
Build 1207
Parameters ambientZone (char*), enabled (BOOL), forceUpdate (BOOL)

Parameters

  • ambientZone (char*)
  • enabled (BOOL) — Enables/disables a list of ambient zones persistently
  • forceUpdate (BOOL) — Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.

Usage

Lua (Direct):

SetAmbientZoneListStatePersistent(ambientZone, enabled, forceUpdate)

Lua (Hash):

Citizen.InvokeNative(0xF3638DAE8C4045E1, ambientZone, enabled, forceUpdate)

SET_AMBIENT_ZONE_STATE

Property Value
Native Name SET_AMBIENT_ZONE_STATE
Hash 0xBDA07E5950085E46
Return Type void
Build 1207
Parameters zoneName (char*), enabled (BOOL), forceUpdate (BOOL)

Parameters

  • zoneName (char*)
  • enabled (BOOL) — Enables/disables an ambient zone for the duration of this script
  • forceUpdate (BOOL) — Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.

Usage

Lua (Direct):

SetAmbientZoneState(zoneName, enabled, forceUpdate)

Lua (Hash):

Citizen.InvokeNative(0xBDA07E5950085E46, zoneName, enabled, forceUpdate)

SET_AMBIENT_ZONE_STATE_PERSISTENT

Property Value
Native Name SET_AMBIENT_ZONE_STATE_PERSISTENT
Hash 0x1D6650420CEC9D3B
Return Type void
Build 1207
Parameters zoneName (char*), enabled (BOOL), forceUpdate (BOOL)

Parameters

  • zoneName (char*)
  • enabled (BOOL) — Enables/disables an ambient zone for the duration of this script
  • forceUpdate (BOOL) — Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.

Usage

Lua (Direct):

SetAmbientZoneStatePersistent(zoneName, enabled, forceUpdate)

Lua (Hash):

Citizen.InvokeNative(0x1D6650420CEC9D3B, zoneName, enabled, forceUpdate)

SET_ANIMAL_MOOD

Property Value
Native Name SET_ANIMAL_MOOD
Hash 0xCC97B29285B1DC3B
Return Type void
Build 1207
Parameters animal (Ped), mood (int)

Description: ```cpp enum eAudAnimalMood { AUD_ANIMAL_MOOD_ANGRY = 0, AUD_ANIMAL_MOOD_PLAYFUL = 1,

AUD_ANIMAL_MOOD_NUM_MOODS = 2

}


### Parameters
- **`animal`** (`Ped`)
- **`mood`** (`int`) — Refer to `eAudAnimalMood`

### Usage

**Lua (Direct):**
```lua
SetAnimalMood(animal, mood)

Lua (Hash):

Citizen.InvokeNative(0xCC97B29285B1DC3B, animal, mood)

SET_AUDIO_FLAG

Property Value
Native Name SET_AUDIO_FLAG
Hash 0xB9EFD5C25018725A
Return Type void
Build 1207
Parameters flagName (char*), toggle (BOOL)

Description: Generic interface to toggle audio functionality, with auto-reset on script termination and support for multiple script threads

Flags used in game scripts:

Flag Name Description of Usage
ActivateSwitchWheelAudio
AllowAmbientSpeechInSlowMo
AllowCutsceneOverScreenFade
AllowForceRadioAfterRetune
AllowPainAndAmbientSpeechToPlayDuringCutscene
AllowPlayerAIOnMission
AllowPoliceScannerWhenPlayerHasNoControl
AllowRadioDuringSwitch
AllowRadioOverScreenFade
AllowScoreAndRadio
AllowScriptedSpeechInSlowMo
AvoidMissionCompleteDelay
DisableAbortConversationForDeathAndInjury
DisableAbortConversationForRagdoll
DisableBarks
DisableFlightMusic
DisableNPCHeadsetSpeechAttenuation
DisableReplayScriptStreamRecording
EnableHeadsetBeep
EnableMissileLockWarningForAllVehicles
ForceConversationInterrupt
ForceSeamlessRadioSwitch
ForceSniperAudio
FrontendRadioDisabled
HoldMissionCompleteWhenPrepared
IsDirectorModeActive Allows you to play speech infinitely without any pauses like in Director Mode.
IsPlayerOnMissionForSpeech
ListenerReverbDisabled
LoadMPData
MobileRadioInGame
OnlyAllowScriptTriggerPoliceScanner
PlayerOnDLCHeist4Island
PlayMenuMusic
PoliceScannerDisabled
ScriptedConvListenerMaySpeak
SpeechDucksScore
SuppressPlayerScubaBreathing
UseQuietSceneSoftVersion
WantedMusicDisabled
WantedMusicOnMission
All flag IDs and hashes:
ID: 01 | Hash: 0x20A7858F
ID: 02 | Hash: 0xA11C2259
ID: 03 | Hash: 0x08DE4700
ID: 04 | Hash: 0x989F652F
ID: 05 | Hash: 0x3C9E76BA
ID: 06 | Hash: 0xA805FEB0
ID: 07 | Hash: 0x4B94EA26
ID: 08 | Hash: 0x803ACD34
ID: 09 | Hash: 0x7C741226
ID: 10 | Hash: 0x31DB9EBD
ID: 11 | Hash: 0xDF386F18
ID: 12 | Hash: 0x669CED42
ID: 13 | Hash: 0x51F22743
ID: 14 | Hash: 0x2052B35C
ID: 15 | Hash: 0x071472DC
ID: 16 | Hash: 0xF9928BCC
ID: 17 | Hash: 0x7ADBDD48
ID: 18 | Hash: 0xA959BA1A
ID: 19 | Hash: 0xBBE89B60
ID: 20 | Hash: 0x87A08871
ID: 21 | Hash: 0xED1057CE
ID: 22 | Hash: 0x1584AD7A
ID: 23 | Hash: 0x8582CFCB
ID: 24 | Hash: 0x7E5E2FB0
ID: 25 | Hash: 0xAE4F72DB
ID: 26 | Hash: 0x5D16D1FA
ID: 27 | Hash: 0x06B2F4B8
ID: 28 | Hash: 0x5D4CDC96
ID: 29 | Hash: 0x8B5A48BA
ID: 30 | Hash: 0x98FBD539
ID: 31 | Hash: 0xD8CB0473
ID: 32 | Hash: 0x5CBB4874
ID: 33 | Hash: 0x2E9F93A9
ID: 34 | Hash: 0xD93BEA86
ID: 35 | Hash: 0x92109B7D
ID: 36 | Hash: 0xB7EC9E4D
ID: 37 | Hash: 0xCABDBB1D
ID: 38 | Hash: 0xB3FD4A52
ID: 39 | Hash: 0x370D94E5
ID: 40 | Hash: 0xA0F7938F
ID: 41 | Hash: 0xCBE1CE81
ID: 42 | Hash: 0xC27F1271
ID: 43 | Hash: 0x9E3258EB
ID: 44 | Hash: 0x551CDA5B
ID: 45 | Hash: 0xCB6D663C
ID: 46 | Hash: 0x7DACE87F
ID: 47 | Hash: 0xF9DE416F
ID: 48 | Hash: 0x882E6E9E
ID: 49 | Hash: 0x16B447E7
ID: 50 | Hash: 0xBD867739
ID: 51 | Hash: 0xA3A58604
ID: 52 | Hash: 0x7E046BBC
ID: 53 | Hash: 0xD95FDB98
ID: 54 | Hash: 0x5842C0ED
ID: 55 | Hash: 0x285FECC6
ID: 56 | Hash: 0x9351AC43
ID: 57 | Hash: 0x50032E75
ID: 58 | Hash: 0xAE6D0D59
ID: 59 | Hash: 0xD6351785
ID: 60 | Hash: 0xD25D71BC
ID: 61 | Hash: 0x1F7F6423
ID: 62 | Hash: 0xE24C3AA6
ID: 63 | Hash: 0xBFFDD2B7

Usage

Lua (Direct):

SetAudioFlag(flagName, toggle)

Lua (Hash):

Citizen.InvokeNative(0xB9EFD5C25018725A, flagName, toggle)

SET_AUDIO_SCENE_VARIABLE

Property Value
Native Name SET_AUDIO_SCENE_VARIABLE
Hash 0xEF21A9EF089A2668
Return Type void
Build 1207
Parameters scene (char*), variableName (char*), value (float)

Parameters

  • scene (char*) — name of the scene
  • variableName (char*) — name of the variable to add/change
  • value (float) — value to set the variable to

Usage

Lua (Direct):

SetAudioSceneVariable(scene, variableName, value)

Lua (Hash):

Citizen.InvokeNative(0xEF21A9EF089A2668, scene, variableName, value)

SET_AUDIO_VEHICLE_PRIORITY

Property Value
Native Name SET_AUDIO_VEHICLE_PRIORITY
Hash 0xE5564483E407F914
Return Type void
Build 1207
Parameters vehicle (Vehicle), priority (int)

Description: Sets the priority for the given vehicle. This is a hint for the audio system as to what LOD the vehicle should use.

'High' priority will bump up the activation range significantly and prevent it from dropping when the vehicle is not within the view frustrum.

'Max' will attempt to keep the vehicle at maximum LOD regardless of how far it is from the listener or what it is currently doing. Be careful with this!

There is a hard limit of 5 simulataneous granular cars (including the player) so we are quite limited on the number we can play at once, so setting vehicles to max priority will reduce the number of engines availble for regular NPC vehicles

enum eAudVehiclePriority {
	AUDIO_VEHICLE_PRIORITY_NORMAL = 0,
	AUDIO_VEHICLE_PRIORITY_MEDIUM = 1,
	AUDIO_VEHICLE_PRIORITY_MAX = 2,
	AUDIO_VEHICLE_PRIORITY_HIGH = 3,
}

Usage

Lua (Direct):

SetAudioVehiclePriority(vehicle, priority)

Lua (Hash):

Citizen.InvokeNative(0xE5564483E407F914, vehicle, priority)

SET_GPS_ACTIVE

Property Value
Native Name SET_GPS_ACTIVE
Hash 0x3BD3F52BA9B1E4E8
Return Type void
Build 1207
Parameters active (BOOL)

Description: nullsub, doesn't do anything

Usage

Lua (Direct):

SetGpsActive(active)

Lua (Hash):

Citizen.InvokeNative(0x3BD3F52BA9B1E4E8, active)

SET_HORN_ENABLED

Property Value
Native Name SET_HORN_ENABLED
Hash 0x76D683C108594D0E
Return Type void
Build 1207
Parameters vehicle (Vehicle), toggle (BOOL)

Usage

Lua (Direct):

SetHornEnabled(vehicle, toggle)

Lua (Hash):

Citizen.InvokeNative(0x76D683C108594D0E, vehicle, toggle)

SET_PED_INTERIOR_WALLA_DENSITY

Property Value
Native Name SET_PED_INTERIOR_WALLA_DENSITY
Hash 0x8BF907833BE275DE
Return Type void
Build 1207
Parameters p0 (float), p1 (float)

Usage

Lua (Direct):

SetPedInteriorWallaDensity(p0, p1)

Lua (Hash):

Citizen.InvokeNative(0x8BF907833BE275DE, p0, p1)

SET_PED_IS_DRUNK

Property Value
Native Name SET_PED_IS_DRUNK
Hash 0x95D2D383D5396B8A
Return Type void
Build 1207
Parameters ped (Ped), toggle (BOOL)

Description: Sets the ped so they sound drunk

Usage

Lua (Direct):

SetPedIsDrunk(ped, toggle)

Lua (Hash):

Citizen.InvokeNative(0x95D2D383D5396B8A, ped, toggle)

SET_PED_WALLA_DENSITY

Property Value
Native Name SET_PED_WALLA_DENSITY
Hash 0x149AEE66F0CB3A99
Return Type void
Build 1207
Parameters density (float), applyValue (float)

Description: Overrides the calculated ped density that is used to modulate the ambient ped walla sounds (in exteriors only)

If you want to use this for interiors, use SET_PED_INTERIOR_WALLA_DENSITY

Parameters

  • density (float) — desired walla density
  • applyValue (float) — how much the desired density affects the actual one

Usage

Lua (Direct):

SetPedWallaDensity(density, applyValue)

Lua (Hash):

Citizen.InvokeNative(0x149AEE66F0CB3A99, density, applyValue)

SET_PORTAL_SETTINGS_OVERRIDE

Property Value
Native Name SET_PORTAL_SETTINGS_OVERRIDE
Hash 0x044DBAD7A7FA2BE5
Return Type void
Build 1207
Parameters oldPortalSettingsName (char*), newPortalSettingsName (char*)

Usage

Lua (Direct):

SetPortalSettingsOverride(oldPortalSettingsName, newPortalSettingsName)

Lua (Hash):

Citizen.InvokeNative(0x044DBAD7A7FA2BE5, oldPortalSettingsName, newPortalSettingsName)

SET_STATIC_EMITTER_ENABLED

Property Value
Native Name SET_STATIC_EMITTER_ENABLED
Hash 0x399D2D3B33F1B8EB
Return Type void
Build 1207
Parameters emitterName (char*), toggle (BOOL)

Description: ``` Example: AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_01_STAGE", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM", false); This turns off surrounding sounds not connected directly to peds.


### Usage

**Lua (Direct):**
```lua
SetStaticEmitterEnabled(emitterName, toggle)

Lua (Hash):

Citizen.InvokeNative(0x399D2D3B33F1B8EB, emitterName, toggle)

SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE

Property Value
Native Name SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE
Hash 0x9663FE6B7A61EB00
Return Type void
Build 1207

Usage

Lua (Direct):

SkipToNextScriptedConversationLine()

Lua (Hash):

Citizen.InvokeNative(0x9663FE6B7A61EB00)

START_AUDIO_SCENE

Property Value
Native Name START_AUDIO_SCENE
Hash 0x013A80FC08F6E4F2
Return Type BOOL
Build 1207
Parameters scene (char*)

Description: ``` Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.
List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: pastebin.com/MtM9N9CC


### Usage

**Lua (Direct):**
```lua
local result = StartAudioScene(scene)

Lua (Hash):

local result = Citizen.InvokeNative(0x013A80FC08F6E4F2, scene)

START_PRELOADED_CONVERSATION

Property Value
Native Name START_PRELOADED_CONVERSATION
Hash 0x23641AFE870AF385
Return Type void
Build 1207

Description: For use with PRELOAD_SCRIPT_CONVERSATION and GET_IS_PRELOADED_CONVERSATION_READY

Usage

Lua (Direct):

StartPreloadedConversation()

Lua (Hash):

Citizen.InvokeNative(0x23641AFE870AF385)

START_SCRIPT_CONVERSATION

Property Value
Native Name START_SCRIPT_CONVERSATION
Hash 0x6B17C62C9635D2DC
Return Type void
Build 1207
Parameters displaySubtitles (BOOL), addToBriefScreen (BOOL), cloneConversation (BOOL), interruptible (BOOL)

Parameters

  • displaySubtitles (BOOL)
  • addToBriefScreen (BOOL) — Defaults to true
  • cloneConversation (BOOL) — Defaults to false
  • interruptible (BOOL) — Defaults to true

Usage

Lua (Direct):

StartScriptConversation(displaySubtitles, addToBriefScreen, cloneConversation, interruptible)

Lua (Hash):

Citizen.InvokeNative(0x6B17C62C9635D2DC, displaySubtitles, addToBriefScreen, cloneConversation, interruptible)

STOP_AUDIO_SCENE

Property Value
Native Name STOP_AUDIO_SCENE
Hash 0xDFE8422B3B94E688
Return Type void
Build 1207
Parameters sceneName (char*)

Description: Stops the named mixing scene (which was previously started by this script)

Usage

Lua (Direct):

StopAudioScene(sceneName)

Lua (Hash):

Citizen.InvokeNative(0xDFE8422B3B94E688, sceneName)

STOP_AUDIO_SCENES

Property Value
Native Name STOP_AUDIO_SCENES
Hash 0xBAC7FC81A75EC1A1
Return Type void
Build 1207

Description: Stops all mixed scenes which were previously started by this script

Usage

Lua (Direct):

StopAudioScenes()

Lua (Hash):

Citizen.InvokeNative(0xBAC7FC81A75EC1A1)

STOP_CURRENT_PLAYING_AMBIENT_SPEECH

Property Value
Native Name STOP_CURRENT_PLAYING_AMBIENT_SPEECH
Hash 0xB8BEC0CA6F0EDB0F
Return Type void
Build 1207
Parameters ped (Ped)

Description: Stops currently playing ambient speech.

Usage

Lua (Direct):

StopCurrentPlayingAmbientSpeech(ped)

Lua (Hash):

Citizen.InvokeNative(0xB8BEC0CA6F0EDB0F, ped)

STOP_PED_SPEAKING

Property Value
Native Name STOP_PED_SPEAKING
Hash 0x9D64D7405520E3D3
Return Type void
Build 1207
Parameters ped (Ped), shouldDisable (BOOL)

Description: This doesn't stop a piece of dialogue that has been triggered.

This stops the ability to force ambient dialogue if set to true - however setting it to false, then triggering a context, then setting it to true again will allow this.

Nb. This does not sync over the network, it will only affect peds locally. Use STOP_PED_SPEAKING_SYNCED if you need to affect peds on other machines too.

Usage

Lua (Direct):

StopPedSpeaking(ped, shouldDisable)

Lua (Hash):

Citizen.InvokeNative(0x9D64D7405520E3D3, ped, shouldDisable)

STOP_SCRIPTED_CONVERSATION

Property Value
Native Name STOP_SCRIPTED_CONVERSATION
Hash 0xD79DEEFB53455EBA
Return Type int
Build 1207
Parameters finishCurrentLine (BOOL)

Usage

Lua (Direct):

local result = StopScriptedConversation(finishCurrentLine)

Lua (Hash):

local result = Citizen.InvokeNative(0xD79DEEFB53455EBA, finishCurrentLine)

STOP_STREAM

Property Value
Native Name STOP_STREAM
Hash 0xA4718A1419D18151
Return Type void
Build 1207

Usage

Lua (Direct):

StopStream()

Lua (Hash):

Citizen.InvokeNative(0xA4718A1419D18151)

TRIGGER_MUSIC_EVENT

Property Value
Native Name TRIGGER_MUSIC_EVENT
Hash 0x706D57B0F50DA710
Return Type BOOL
Build 1207
Parameters eventName (char*)

Description: ``` List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P


### Usage

**Lua (Direct):**
```lua
local result = TriggerMusicEvent(eventName)

Lua (Hash):

local result = Citizen.InvokeNative(0x706D57B0F50DA710, eventName)

UNREGISTER_SCRIPT_WITH_AUDIO

Property Value
Native Name UNREGISTER_SCRIPT_WITH_AUDIO
Hash 0xA8638BE228D4751A
Return Type void
Build 1207

Description: This native does absolutely nothing, just a nullsub

On last-gen this just runs blr and this func is called by several other functions other then the native's table.  

Usage

Lua (Direct):

UnregisterScriptWithAudio()

Lua (Hash):

Citizen.InvokeNative(0xA8638BE228D4751A)

USE_FOOTSTEP_SCRIPT_SWEETENERS

Property Value
Native Name USE_FOOTSTEP_SCRIPT_SWEETENERS
Hash 0xBF4DC1784BE94DFA
Return Type void
Build 1207
Parameters ped (Ped), useSweetner (BOOL), soundSetHash (Hash)

Description: Allows script to trigger a sweetener footstep sound

Usage

Lua (Direct):

UseFootstepScriptSweeteners(ped, useSweetner, soundSetHash)

Lua (Hash):

Citizen.InvokeNative(0xBF4DC1784BE94DFA, ped, useSweetner, soundSetHash)

_0x0D7FD6A55FD63AEF

Property Value
Native Name _0x0D7FD6A55FD63AEF
Hash 0x0D7FD6A55FD63AEF
Return Type void
Build 1207
API Set client
Parameters speechEventType (int), p1 (int), p2 (BOOL)

Description: speechEventType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/naSpeechEventType p1 is possibly naSpeechAudibility, naSpeechType, or naSpeechEventTypeRequestPriority SKIP_* - START_*

Usage

Lua (Direct):

_0x0D7FD6A55FD63AEF(speechEventType, p1, p2)

Lua (Hash):

Citizen.InvokeNative(0x0D7FD6A55FD63AEF, speechEventType, p1, p2)
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