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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. Any _0xFFE9C53DEEA3DB0B ( Any p0, Any p1, float x, float y, float z, BOOL isSrlLoaded, Any p6 )  //0xFFE9C53DEEA3DB0B

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

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  3. void _0xFD461D0ABA5559B1 ( Any p0, Any p1 )  //0xFD461D0ABA5559B1

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  4. void _0xFCDEC42B1C78B7F8 ( Any p0, Any p1 )  //0xFCDEC42B1C78B7F8

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  5. void _0xF64034D533CE8AAC ( Any p0, Any p1, Any p2 )  //0xF64034D533CE8AAC

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  6. void SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT ( const char* ambientZone, BOOL p1, BOOL p2 )  //0xF3638DAE8C4045E1

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

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

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  9. void _PLAY_SOUND_FROM_ENTITY_WITH_SET ( int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5 )  //0xF1C5310FEAA36B48

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  10. Any _0xF0EE69F500952FA5 ( Any p0 )  //0xF0EE69F500952FA5

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  11. void _0xF092B6030D6FD49C ( int ropeId, const char* name )  //0xF092B6030D6FD49C

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

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

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  14. void SET_AUDIO_SCENE_VARIABLE ( const char* scene, const char* variable, float value )  //0xEF21A9EF089A2668

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  15. void PLAY_ANIMAL_VOCALIZATION ( Ped ped, const char* vocalizationName, BOOL p2 )  //0xEE066C7006C49C0A

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  16. BOOL PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE ( float x, float y, float z, Any* params )  //0xED640017ED337E45

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  17. void _0xEB4D592620B8C209 ( Any p0 )  //0xEB4D592620B8C209

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  18. void _0xEA546C31FD45F8CD ( Any p0 )  //0xEA546C31FD45F8CD

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  19. void _0xE9694B2D6CB87B06 ( Entity entity, Any p1 )  //0xE9694B2D6CB87B06

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

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  21. void _0xE891504B2F0E2DBA ( Any p0, Any p1 )  //0xE891504B2F0E2DBA

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  22. void _0xE7E6CB8B713ED190 ()  //0xE7E6CB8B713ED190

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  23. int GET_MUSIC_PLAYTIME ()  //0xE7A0D23DC414507B

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  24. Any _0xE600F61F54A444A6 ()  //0xE600F61F54A444A6

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  25. void SET_AUDIO_VEHICLE_PRIORITY ( Vehicle vehicle, Any p1 )  //0xE5564483E407F914

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  26. BOOL PREPARE_SOUND ( const char* soundName, const char* soundsetName, int soundId )  //0xE368E8422C860BA7

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  27. void STOP_AUDIO_SCENE ( const char* scene )  //0xDFE8422B3B94E688

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

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

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  30. void _0xDCF5BA95BBF0FABA ( int soundId, const char* soundName, float x, float y, float z, const char* soundsetName, Any p6, Any p7, BOOL p8 )  //0xDCF5BA95BBF0FABA

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  31. void _0xDC93F0948F2C28F4 ( Any p0 )  //0xDC93F0948F2C28F4

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  32. Any _0xDC2F83A0612CA34D ( Any p0 )  //0xDC2F83A0612CA34D

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  33. void _0xDAD6CD07CAA4F382 ()  //0xDAD6CD07CAA4F382

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  34. BOOL PREPARE_SOUNDSET ( const char* soundsetName, BOOL p1 )  //0xD9130842D7226045

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

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

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  37. void _0xD733528B6C35647A ( Any p0, Any p1 )  //0xD733528B6C35647A

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  38. void _0xD47D47EFBF103FB8 ( Any p0, Any p1 )  //0xD47D47EFBF103FB8

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

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  40. BOOL IS_STREAM_PLAYING ( int streamId )  //0xD11FA52EB849D978

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

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  42. Any _0xD05A460328560477 ( Any p0 )  //0xD05A460328560477

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  43. void _0xCFAD2C8CD1054523 ( Any p0, Any p1, Any p2, Any p3 )  //0xCFAD2C8CD1054523

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  44. void _PLAY_SOUND_FRONTEND_WITH_SOUND_ID ( int soundId, const char* name, const char* soundSet, BOOL p3 )  //0xCE5D0FFE83939AF1

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  45. void PLAY_END_CREDITS_MUSIC ( BOOL play )  //0xCD536C4D33DCC900

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  46. 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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  47. BOOL IS_SCRIPTED_SPEECH_PLAYING ( Any p0 )  //0xCC9AA18DCC7084F4

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  48. void SET_ANIMAL_MOOD ( Ped animal, int mood )  //0xCC97B29285B1DC3B

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  49. void _0xCBF2BEBB468A34F3 ( Any p0 )  //0xCBF2BEBB468A34F3

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  50. void _0xC886CD666ADD42E1 ( Any p0, Any p1 )  //0xC886CD666ADD42E1

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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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