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

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

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

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

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

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

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  7. DISABLE_PED_PAIN_AUDIO ( Ped ped, BOOL toggle )  //0xA9A41C1E940FB0E8

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

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

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

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

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  12. void STOP_PED_SPEAKING ( Ped ped, BOOL shaking )  //0x9D64D7405520E3D3

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

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

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

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

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  18. void _0x7455CD705F7E933E ()  //0x7455CD705F7E933E

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  19. void SET_AUDIO_FLAG ( const char* flagName, BOOL toggle )  //0xB9EFD5C25018725A

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

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

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

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

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

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

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  26. BOOL TRIGGER_MUSIC_EVENT ( const char* eventName )  //0x706D57B0F50DA710

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

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  28. void _RELEASE_SOUNDSET ( const char* soundsetName )  //0x531A78D6BF27014B

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

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

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  31. int GET_SOUND_ID ()  //0x430386FE9BF80B45

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  32. BOOL PREPARE_MUSIC_EVENT ( const char* eventName )  //0x1E5185B72EF5158A

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

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

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

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  36. BOOL LOAD_STREAM ( const char* streamName, const char* soundSet )  //0x1F1F957154EC51DF

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

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

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

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

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

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  42. void CLEAR_CONVERSATION_HISTORY ()  //0x33D51F801CB16E4F

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

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

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

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

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

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

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

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

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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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