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 scriptforceUpdate(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 persistentlyforceUpdate(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 scriptforceUpdate(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 scriptforceUpdate(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 scenevariableName(char*) — name of the variable to add/changevalue(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 densityapplyValue(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 truecloneConversation(BOOL) — Defaults to falseinterruptible(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)