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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 _0x448F2647DD6F2E27 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x448F2647DD6F2E27

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  2. void _0x139A4B9DF2D26CBF ( Any p0, Any p1 )  //0x139A4B9DF2D26CBF

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  3. void _0x7455CD705F7E933E ()  //0x7455CD705F7E933E

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  4. void _0x018ABE833CA64D2A ( Any p0, Any p1 )  //0x018ABE833CA64D2A

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  5. void CLEAR_CONVERSATION_HISTORY ()  //0x33D51F801CB16E4F

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  6. void _0xBC07CA8FD710E7FD ( Any p0, Any p1 )  //0xBC07CA8FD710E7FD

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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  21. void UNREGISTER_SCRIPT_WITH_AUDIO ()  //0xA8638BE228D4751A

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

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  23. void RELEASE_SCRIPT_AUDIO_BANK ()  //0x7A2D8AD0A9EB9C3F

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

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

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

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

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

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  29. 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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  30. void _0x9821B68CD3E05F2B ( Any p0, Any p1, Any p2, Any p3 )  //0x9821B68CD3E05F2B

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  31. void _SET_WHISTLE_CONFIG_FOR_PED ( Ped ped, const char* whistleConfig, float value )  //0x9963681A8BC69BF3

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  32. void _SET_SOUND_RELATIONSHIP_ON_PED ( Ped ped, const char* p1, const char* p2 )  //0x2E31ACA7477CF00F

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

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  34. 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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  35. 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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  36. void _0x0286617C8FC50A53 ( Any p0, Any p1, Any p2, Any p3 )  //0x0286617C8FC50A53

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  37. void _STOP_SOUND_WITH_ID ( int soundId )  //0x3210BCB36AF7621B

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  38. void _0x503703EC1781B7D6 ( Any p0, Any p1, Any p2 )  //0x503703EC1781B7D6

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  39. void _RELEASE_SHARD_SOUNDS ( const char* soundName, const char* soundsetName )  //0x9D746964E0CF2C5F

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  40. void _PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE ( Ped ped, Hash p1, BOOL p2 )  //0x0E53530D9B2DB01D

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

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  42. int GET_MUSIC_PLAYTIME ()  //0xE7A0D23DC414507B

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  43. int _GET_LOADED_STREAM_ID_FROM_CREATION ( const char* streamName, const char* soundSet )  //0x0556C784FA056628

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

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

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  46. int GET_SOUND_ID ()  //0x430386FE9BF80B45

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  47. Hash _0xBE28DB99556FF8D9 ( Entity entity )  //0xBE28DB99556FF8D9

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

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

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

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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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