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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 _RELEASE_SOUNDSET ( const char* soundsetName )  //0x531A78D6BF27014B

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  2. BOOL PREPARE_SOUND_WITH_ENTITY ( const char* soundName, Entity entity, const char* soundsetName, int soundId )  //0x4AD019591E94C064

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  3. void _0x3E93DDDCBB6111E4 ( Any p0, Any p1 )  //0x3E93DDDCBB6111E4

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  4. Any _0x714A0EA7DE1167BE ( const char* audioName, const char* soundsetName )  //0x714A0EA7DE1167BE

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  5. Any _0x84848E1C0FC67DBB ( Any p0 )  //0x84848E1C0FC67DBB

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  6. BOOL PLAY_PED_AMBIENT_SPEECH_NATIVE ( Ped ped, Any* params )  //0x8E04FEDD28D42462

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

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  8. Any _0x72E4D1C4639BC465 ( Any p0, Any p1 )  //0x72E4D1C4639BC465

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  9. Any _0xB18FEC133C7C6C69 ( Any p0 )  //0xB18FEC133C7C6C69

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

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  11. void _0x0D7FD6A55FD63AEF ( int p0, int p1, BOOL p2 )  //0x0D7FD6A55FD63AEF

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  12. void _0x660A8F876DF1D4F8 ( Any p0 )  //0x660A8F876DF1D4F8

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  13. void _0x380A2E353AD30917 ( Any p0, Any p1, Any p2 )  //0x380A2E353AD30917

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  14. void _0x0FAF7171BF613B80 ( Any p0 )  //0x0FAF7171BF613B80

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  15. void PLAY_PAIN ( Ped ped, int painId, float p2, BOOL p3, BOOL isNetwork )  //0xBC9AE166038A5CEC

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  16. void _0x6652B0C8F3D414D0 ( Any p0 )  //0x6652B0C8F3D414D0

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

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  18. void _0x2651DDC0EA269073 ( int ropeId, float p1 )  //0x2651DDC0EA269073

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  19. void SET_AMBIENT_VOICE_NAME ( Ped ped, const char* name )  //0x6C8065A3B780185B

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  20. int _0x2703EFB583F0949A ( Ped ped, Hash voice )  //0x2703EFB583F0949A

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  21. void STOP_CURRENT_PLAYING_SPEECH ( Ped ped, Any p1 )  //0x79D2F0E66F81D90D

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  22. void STOP_CURRENT_PLAYING_AMBIENT_SPEECH ( Ped ped, Any p1 )  //0xB8BEC0CA6F0EDB0F

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  23. BOOL IS_AMBIENT_SPEECH_PLAYING ( Ped ped )  //0x9072C8B49907BFAD

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  24. BOOL IS_SCRIPTED_SPEECH_PLAYING ( Any p0 )  //0xCC9AA18DCC7084F4

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  25. BOOL IS_ANY_SPEECH_PLAYING ( Ped ped )  //0x729072355FA39EC9

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  26. Any _0x2B101AD9F651243A ()  //0x2B101AD9F651243A

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  27. Any _0x4A98E228A936DBCC ( Any p0 )  //0x4A98E228A936DBCC

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  28. Any _0x6BFFB7C276866996 ( Any p0 )  //0x6BFFB7C276866996

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  29. BOOL DOES_CONTEXT_EXIST_FOR_THIS_PED ( Ped ped, const char* speechName, BOOL unk )  //0x49B99BF3FDA89A7A

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

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  31. Any _0x9D6DEC9791A4E501 ( Any p0, Any p1, Any p2, Any p3 )  //0x9D6DEC9791A4E501

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  32. void _0x864A842B86993851 ( Ped ped )  //0x864A842B86993851

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  33. BOOL IS_PED_IN_CURRENT_CONVERSATION ( const char* p0, Ped ped, Any p2 )  //0x049E937F18F4020C

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  34. BOOL _IS_PED_IN_ANY_CONVERSATION ( Ped ped, BOOL p1 )  //0x54B187F111D9C6F8

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  35. void SET_PED_IS_DRUNK ( Ped ped, BOOL toggle )  //0x95D2D383D5396B8A

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  36. void _0x3A00D87B20A2A5E4 ( Any p0, Any p1 )  //0x3A00D87B20A2A5E4

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

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

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  39. BOOL IS_ANIMAL_VOCALIZATION_PLAYING ( Ped pedHandle )  //0xC265DF9FB44A9FBD

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

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

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

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  43. void _0xA6847BBA4FCDD13F ( Any p0, Any p1 )  //0xA6847BBA4FCDD13F

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  44. void SET_STATIC_EMITTER_ENABLED ( const char* emitterName, BOOL toggle )  //0x399D2D3B33F1B8EB

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

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  46. Any _0x7678FE0455ED1145 ( Any p0, Any p1, Any p2 )  //0x7678FE0455ED1145

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

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  48. void _0x5E3CCF03995388B5 ( Any p0, Any p1, Any p2, Any p3 )  //0x5E3CCF03995388B5

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  49. void _0x43037ABFE214A851 ()  //0x43037ABFE214A851

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  50. void SET_AMBIENT_ZONE_STATE ( const char* zoneName, BOOL isEnabled, BOOL p2 )  //0xBDA07E5950085E46

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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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