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Native reference
- AUDIOBOOL
PREPARE_SOUND
soundId maybe be incorrect name for param p2, in the decompiles is always -2
0xE368E8422C860BA7 - AUDIOBOOL
PREPARE_SOUNDSET
https://github.com/femga/rdr3_discoveries/tree/master/audio/soundsets
0xD9130842D7226045 - AUDIOBOOL
PREPARE_SOUND_WITH_ENTITY
Description not yet documented
0x4AD019591E94C064 - AUDIOvoid
REGISTER_SCRIPT_WITH_AUDIO
**This native does absolutely nothing, just a nullsub**
0xC6ED9D5092438D91 - AUDIOvoid
RELEASE_NAMED_SCRIPT_AUDIO_BANK
Unloads the specified audioBank
0x77ED170667F50170 - AUDIOvoid
RELEASE_SCRIPT_AUDIO_BANK
Unloads all audio banks requested by this script.
0x7A2D8AD0A9EB9C3F - AUDIOvoid
_RELEASE_SHARD_SOUNDS
Description not yet documented
0x9D746964E0CF2C5F - AUDIOvoid
RELEASE_SOUND_ID
This should be called once a sound has finished being manipulated by the script so that its SoundId can be released and re-used.
0x353FC880830B88FA - AUDIOvoid
_RELEASE_SOUNDSET
Description not yet documented
0x531A78D6BF27014B - AUDIOvoid
REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP
Removes an entity from its current mix group.
0x18EB48CFC41F2EA0 - AUDIOvoid
REMOVE_PORTAL_SETTINGS_OVERRIDE
``` 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
0xB4BBFD9CD8B3922B - AUDIOBOOL
REQUEST_SCRIPT_AUDIO_BANK
This native has a new argument on newer game builds: * **playerBits**:
0x2F844A8B08D76685 - AUDIOvoid
RESTART_SCRIPTED_CONVERSATION
Restarts a conversation that was previously paused with [PAUSE_SCRIPTED_CONVERSATION](#\_0x8530AD776CD72B12)
0x9AEB285D1818C9AC - AUDIOvoid
SET_AMBIENT_VOICE_NAME
Sets the specified ped to use a specific voice different to the one associated with their model.
0x6C8065A3B780185B - AUDIOvoid
SET_AMBIENT_ZONE_LIST_STATE
Description not yet documented
0x9748FA4DE50CCE3E - AUDIOvoid
SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT
Description not yet documented
0xF3638DAE8C4045E1 - AUDIOvoid
_SET_AMBIENT_ZONE_POSITION
Description not yet documented
0x3743CE6948194349 - AUDIOvoid
SET_AMBIENT_ZONE_STATE
Description not yet documented
0xBDA07E5950085E46 - AUDIOvoid
SET_AMBIENT_ZONE_STATE_PERSISTENT
Description not yet documented
0x1D6650420CEC9D3B - AUDIOvoid
SET_ANIMAL_MOOD
```cpp enum eAudAnimalMood { AUD_ANIMAL_MOOD_ANGRY = 0, AUD_ANIMAL_MOOD_PLAYFUL = 1, AUD_ANIMAL_MOOD_NUM_MOODS = 2 } ```
0xCC97B29285B1DC3B - AUDIOvoid
SET_AUDIO_FLAG
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 ```
0xB9EFD5C25018725A - AUDIOvoid
SET_AUDIO_ONLINE_TRANSITION_STAGE
Description not yet documented
0x9B1FC259187C97C0 - AUDIOBOOL
_SET_AUDIO_SCENESET
Description not yet documented
0xAC84686C06184B0D - AUDIOvoid
SET_AUDIO_SCENE_VARIABLE
Description not yet documented
0xEF21A9EF089A2668 - AUDIOvoid
SET_AUDIO_VEHICLE_PRIORITY
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 ```cpp enum eAudVehiclePriority { AUDIO_VEHICLE_PRIORITY_NORMAL = 0, AUDIO_VEHICLE_PRIORITY_MEDIUM = 1, AUDIO_VEHICLE_PRIORITY_MAX = 2, AUDIO_VEHICLE_PRIORITY_HIGH = 3, } ```
0xE5564483E407F914 - AUDIOvoid
SET_GPS_ACTIVE
nullsub, doesn't do anything
0x3BD3F52BA9B1E4E8 - AUDIOvoid
SET_HORN_ENABLED
Description not yet documented
0x76D683C108594D0E - AUDIOAny
SET_IS_SCRIPTED_SPEECH_DISABLED
Description not yet documented
0xB2DE3AEBE31150E2 - AUDIOvoid
SET_PED_INTERIOR_WALLA_DENSITY
Description not yet documented
0x8BF907833BE275DE - AUDIOvoid
SET_PED_IS_DRUNK
Sets the ped so they sound drunk
0x95D2D383D5396B8A - AUDIOvoid
SET_PED_WALLA_DENSITY
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](#\_0x8BF907833BE275DE)
0x149AEE66F0CB3A99 - AUDIOvoid
SET_PORTAL_SETTINGS_OVERRIDE
Description not yet documented
0x044DBAD7A7FA2BE5 - AUDIOvoid
_SET_SOUND_RELATIONSHIP_ON_PED
p1: Entity.Relationship p2: Player, Enemy, Teammate, Neutral
0x2E31ACA7477CF00F - AUDIOvoid
SET_STATIC_EMITTER_ENABLED
``` 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. ```
0x399D2D3B33F1B8EB - AUDIOvoid
SET_VARIABLE_ON_SOUND
Old Name: _SET_VARIABLE_ON_SOUND_WITH_ID
0x503703EC1781B7D6 - AUDIOvoid
_SET_VARIABLE_ON_SOUND_WITH_NAME
Description not yet documented
0x9821B68CD3E05F2B - AUDIOvoid
_SET_VOFX_PED_VOICE
Hashes: VOFX_PLAYER_MALE01, VOFX_PLAYER_MALE02, VOFX_PLAYER_MALE03, VOFX_PLAYER_FEMALE01, VOFX_PLAYER_FEMALE02, VOFX_PLAYER_FEMALE03
0x2703EFB583F0949A - AUDIOvoid
_SET_WHISTLE_CONFIG_FOR_PED
whistleConfig: Ped.WhistlePitch (0.0 - 1.0), Ped.WhistleClarity (0.0 - 1.0), Ped.WhistleShape (0.0 - 10.0)
0x9963681A8BC69BF3 - AUDIOvoid
SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE
Description not yet documented
0x9663FE6B7A61EB00 - AUDIOBOOL
START_AUDIO_SCENE
``` 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 ```
0x013A80FC08F6E4F2
A living reference. Documentation coverage varies by native and source.