Native referenceRedM

PLAY_PED_AMBIENT_SPEECH_NATIVE

0x8E04FEDD28D42462 AUDIO
FUNCTION SIGNATURE
BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped ped, char* speechName, char* speechParam);
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)
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