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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

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221 natives in namespace AUDIO

  1. void _0x7455CD705F7E933E ()  //0x7455CD705F7E933E

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  2. void CLEAR_CONVERSATION_HISTORY ()  //0x33D51F801CB16E4F

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  3. void _CLEAR_CONVERSATION_HISTORY_FOR_SCRIPTED_CONVERSATION ( const char* convoRoot )  //0xEF51242E35242B47

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  4. BOOL CREATE_NEW_SCRIPTED_CONVERSATION ( const char* convoRoot )  //0xD2C91A0B572AAE56

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  5. Any _0xDF947FE0D551684E ( Any p0, Any p1 )  //0xDF947FE0D551684E

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  6. void ADD_PED_TO_CONVERSATION ( const char* convoRoot, Ped ped, const char* characterName )  //0x95D9F4BC443956E7

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  7. void _0xA2323A2EAE32A290 ( Any p0, Any p1, Any p2 )  //0xA2323A2EAE32A290

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  8. Any _0x79F9C57B8D0DFE90 ( Any p0, Any p1 )  //0x79F9C57B8D0DFE90

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  9. void START_SCRIPT_CONVERSATION ( const char* convoRoot, BOOL p1, BOOL p2, BOOL clone )  //0x6B17C62C9635D2DC

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  10. void PRELOAD_SCRIPT_CONVERSATION ( const char* convoRoot, BOOL p1, BOOL p2, BOOL clone )  //0x3B3CAD6166916D87

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  11. void START_PRELOADED_CONVERSATION ( const char* convoRoot )  //0x23641AFE870AF385

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  12. Any _0x0CB3D1919E8D7CBA ( Any p0 )  //0x0CB3D1919E8D7CBA

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  13. Any _0xFE5C6177064BD390 ( Any p0 )  //0xFE5C6177064BD390

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  14. BOOL _IS_SCRIPTED_CONVERSATION_CREATED ( const char* convoRoot )  //0xD89504D9D7D5057D

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  15. Any _0x5A13586A9447931F ( Any p0 )  //0x5A13586A9447931F

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  16. BOOL IS_SCRIPTED_CONVERSATION_LOADED ( const char* convoRoot )  //0xDF0D54BE7A776737

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  17. Any _0xA2CAC9DEF0195E6F ( Any p0 )  //0xA2CAC9DEF0195E6F

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  18. BOOL IS_SCRIPTED_CONVERSATION_PLAYING ( const char* p0 )  //0x1ECC76792F661CF5

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  19. Any _0xF01C570E0A0A1E67 ( Any p0 )  //0xF01C570E0A0A1E67

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  20. Any _0x847748AE5D7B1071 ( Any p0 )  //0x847748AE5D7B1071

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  21. Any _0xD0730C1FA40348D9 ( Any p0 )  //0xD0730C1FA40348D9

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  22. int GET_CURRENT_SCRIPTED_CONVERSATION_LINE ( const char* p0 )  //0x480357EE890C295A

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  23. void PAUSE_SCRIPTED_CONVERSATION ( const char* p0, BOOL p1, BOOL p2, BOOL p3, BOOL p4 )  //0x8530AD776CD72B12

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  24. void RESTART_SCRIPTED_CONVERSATION ( const char* p0 )  //0x9AEB285D1818C9AC

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  25. void _0x36559148B78853B3 ( Any p0, BOOL p1, Any p2 )  //0x36559148B78853B3

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  26. int STOP_SCRIPTED_CONVERSATION ( const char* p0, BOOL p1, BOOL p2 )  //0xD79DEEFB53455EBA

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  27. void SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE ( const char* p0 )  //0x9663FE6B7A61EB00

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  28. Any _0xF336E9F989B3518F ( Any p0 )  //0xF336E9F989B3518F

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  29. Any _0x254B0241E964B450 ( Any p0, Any p1 )  //0x254B0241E964B450

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  30. Any _0x152ED1B56E8F1F50 ( Any p0, Any p1 )  //0x152ED1B56E8F1F50

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  31. Any _0x935DBD96D4A3DA1F ( Any p0, Any p1 )  //0x935DBD96D4A3DA1F

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  32. Any _0x295859EB18F48D82 ( Any p0 )  //0x295859EB18F48D82

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  33. void _0x40CA665AB9D8D505 ( const char* convoRoot, int singleLineIndex )  //0x40CA665AB9D8D505

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  34. void _0xF232C2C546AC16D0 ( Any p0 )  //0xF232C2C546AC16D0

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  35. void _0x1E6F9A9FE1A99F36 ( Any p0 )  //0x1E6F9A9FE1A99F36

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  36. void REGISTER_SCRIPT_WITH_AUDIO ( int p0 )  //0xC6ED9D5092438D91

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  37. void UNREGISTER_SCRIPT_WITH_AUDIO ()  //0xA8638BE228D4751A

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  38. BOOL REQUEST_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x2F844A8B08D76685

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  39. void RELEASE_NAMED_SCRIPT_AUDIO_BANK ( const char* audioBank )  //0x77ED170667F50170

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  40. void RELEASE_SCRIPT_AUDIO_BANK ()  //0x7A2D8AD0A9EB9C3F

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  41. int GET_SOUND_ID ()  //0x430386FE9BF80B45

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  42. void RELEASE_SOUND_ID ( int soundId )  //0x353FC880830B88FA

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  43. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

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  44. void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 )  //0x67C540AA08E4A6F5

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  45. void _PLAY_SOUND_FROM_ITEM ( Hash item, Hash soundSet, Any p2 )  //0xE8EAFF7B41EDD291

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  46. void PLAY_SOUND_FROM_ENTITY ( const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5 )  //0x6FB1DA3CA9DA7D90

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  47. void _PLAY_SOUND_FROM_POSITION ( const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, Any p6, BOOL p7, Any p8 )  //0xCCE219C922737BFA

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  48. Any STOP_SOUND_WITH_NAME ( char* audioName, char* audioRef )  //0x0F2A2175734926D8

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  49. Any _0x580D71DFE0088E34 ( Any p0, Any p1 )  //0x580D71DFE0088E34

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  50. BOOL _IS_SCRIPTED_AUDIO_CUSTOM ( Hash item, Hash soundSet )  //0x6DF942C4179BE5AB

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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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