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Native reference
- AUDIOBOOL
_HAS_SOUND_AUDIO_NAME_FINISHED
Description not yet documented
0x714A0EA7DE1167BE - AUDIOBOOL
_HAS_SOUND_ID_FINISHED
Description not yet documented
0x84848E1C0FC67DBB - AUDIOBOOL
IS_AMBIENT_SPEECH_DISABLED
Description not yet documented
0x932C2D096A2C3FFF - AUDIOBOOL
IS_AMBIENT_SPEECH_PLAYING
Description not yet documented
0x9072C8B49907BFAD - AUDIOBOOL
IS_ANIMAL_VOCALIZATION_PLAYING
Description not yet documented
0xC265DF9FB44A9FBD - AUDIOBOOL
_IS_ANY_CONVERSATION_PLAYING
Description not yet documented
0xA2CAC9DEF0195E6F - AUDIOBOOL
IS_ANY_SPEECH_PLAYING
Description not yet documented
0x729072355FA39EC9 - AUDIOBOOL
IS_AUDIO_SCENE_ACTIVE
Description not yet documented
0xB65B60556E2A9225 - AUDIOBOOL
IS_HORN_ACTIVE
Checks whether the horn of a vehicle is currently played.
0x9D6BFC12B05C6121 - AUDIOBOOL
_IS_PED_IN_ANY_CONVERSATION
Description not yet documented
0x54B187F111D9C6F8 - AUDIOBOOL
IS_PED_IN_CURRENT_CONVERSATION
Description not yet documented
0x049E937F18F4020C - AUDIOBOOL
_IS_SCRIPTED_AUDIO_CUSTOM
item: FUSE, value returned from 0x2E1CDC1FF3B8473E soundSet: HUD_SHOP_SOUNDSET, COMPANIONS_ROBBERIES_SOUNDSET
0x6DF942C4179BE5AB - AUDIOBOOL
_IS_SCRIPTED_CONVERSATION_CREATED
Description not yet documented
0xD89504D9D7D5057D - AUDIOBOOL
IS_SCRIPTED_CONVERSATION_LOADED
Description not yet documented
0xDF0D54BE7A776737 - AUDIOBOOL
IS_SCRIPTED_CONVERSATION_PLAYING
Description not yet documented
0x1ECC76792F661CF5 - AUDIOBOOL
_IS_SCRIPTED_CONVERSION_ONGOING
Description not yet documented
0xF01C570E0A0A1E67 - AUDIOBOOL
IS_SCRIPTED_SPEECH_PLAYING
Description not yet documented
0xCC9AA18DCC7084F4 - AUDIOBOOL
IS_STREAM_PLAYING
Description not yet documented
0xD11FA52EB849D978 - AUDIOBOOL
LOAD_STREAM
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](https://gist.github.com/4mmonium/2bd2c9c54d6ca5cbdb7b156a82a3a85a), the list will be updated as more are found.
0x1F1F957154EC51DF - AUDIOvoid
PAUSE_SCRIPTED_CONVERSATION
To resume the conversation use [RESTART_SCRIPTED_CONVERSATION](#\_0x9AEB285D1818C9AC)
0x8530AD776CD72B12 - AUDIOBOOL
PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE
Old name: _PLAY_AMBIENT_SPEECH_AT_COORDS
0xED640017ED337E45 - AUDIOvoid
PLAY_ANIMAL_VOCALIZATION
```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 } ```
0xEE066C7006C49C0A - AUDIOvoid
_PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE
Description not yet documented
0x0E53530D9B2DB01D - AUDIOvoid
PLAY_END_CREDITS_MUSIC
Description not yet documented
0xCD536C4D33DCC900 - AUDIOvoid
PLAY_PAIN
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. ```cpp 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 } ```
0xBC9AE166038A5CEC - AUDIOBOOL
PLAY_PED_AMBIENT_SPEECH_NATIVE
Plays ambient speech; see also [`PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE`](#\_0xC6941B4A3A8FBBB9). Some speeches only play on certain ped models. A full list of speech names can be found [here](https://docs.fivem.net/docs/game-references/speeches/). ```cpp 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" } ```
0x8E04FEDD28D42462 - AUDIOvoid
PLAY_SOUND
``` All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ ```
0x7FF4944CC209192D - AUDIOvoid
PLAY_SOUND_FROM_COORD
Old name: _PLAY_SOUND_FROM_POSITION
0xCCE219C922737BFA - AUDIOvoid
PLAY_SOUND_FROM_ENTITY
Description not yet documented
0x6FB1DA3CA9DA7D90 - AUDIOvoid
_PLAY_SOUND_FROM_ENTITY_WITH_SET
Params: p5 seems to be always 0
0xF1C5310FEAA36B48 - AUDIOvoid
_PLAY_SOUND_FROM_ITEM
item: value returned from 0x2E1CDC1FF3B8473E soundSet: HUD_SHOP_SOUNDSET, COMPANIONS_ROBBERIES_SOUNDSET
0xE8EAFF7B41EDD291 - AUDIOvoid
_PLAY_SOUND_FROM_POSITION_WITH_ID
Starts Audio Loop _PLAY_SOUND_FROM_ENTITY* - _PLAY_SOUND_FRONTEND*
0xDCF5BA95BBF0FABA - AUDIOAny
_PLAY_SOUND_FROM_SCRIPTED_SPEECH
Play/advance a scripted speech created via _CREATE_NEW_SCRIPTED_PED_AMBIENT_SPEECH and return a status code. Return values: 0 = not ready/invalid/failed 1 = started/playing 2 = finished/consumed (you can drop the handle) Typical usage: poll this in a tick after creating the speech; when it returns 2, clear your handle.
0xB18FEC133C7C6C69 - AUDIOvoid
PLAY_SOUND_FRONTEND
``` List: https://pastebin.com/DCeRiaLJ All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM ```
0x67C540AA08E4A6F5 - AUDIOvoid
_PLAY_SOUND_FRONTEND_WITH_SOUND_ID
Description not yet documented
0xCE5D0FFE83939AF1 - AUDIOvoid
PLAY_STREAM_FROM_PED
Plays a preloaded stream back from the specified ped.
0x89049DD63C08B5D1 - AUDIOvoid
PLAY_STREAM_FROM_POSITION
Plays a preloaded stream back from the specified Vector3.
0x21442F412E8DE56B - AUDIOvoid
PLAY_STREAM_FRONTEND
Description not yet documented
0x58FCE43488F9F5F4 - AUDIOvoid
PRELOAD_SCRIPT_CONVERSATION
Similar to [START_SCRIPT_CONVERSATION](#\_0x6B17C62C9635D2DC), except that is starts the conversation off paused. A scripter can then kick off the conversation by calling [START_PRELOADED_CONVERSATION](#\_0x23641AFE870AF385). If they want to check that the conversation is done preloading, they can use [GET_IS_PRELOADED_CONVERSATION_READY](#\_0xE73364DB90778FFA)
0x3B3CAD6166916D87 - AUDIOBOOL
PREPARE_MUSIC_EVENT
Prepares the specified music event. Preparing it in advance will preload any required data so that it's ready to play immediately.
0x1E5185B72EF5158A
A living reference. Documentation coverage varies by native and source.