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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 PLAY_STREAM_FROM_PED ( Ped ped, int streamId )  //0x89049DD63C08B5D1

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  2. Any _0x886657C5B3D8EDE3 ( Entity entity )  //0x886657C5B3D8EDE3

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  3. void _0x87E6302FC61208CC ( Any p0 )  //0x87E6302FC61208CC

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

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

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

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

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  8. BOOL AUDIO_IS_SCRIPTED_MUSIC_PLAYING ()  //0x845FFC3A4FEEFA3E

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  9. void _0x839C9F124BE74D94 ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x839C9F124BE74D94

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  10. void _0x821C32C728B24477 ( Any p0, Any p1, Any p2 )  //0x821C32C728B24477

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

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  12. void _0x7E176C676F8652A9 ( Any p0 )  //0x7E176C676F8652A9

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  13. void RELEASE_SCRIPT_AUDIO_BANK ()  //0x7A2D8AD0A9EB9C3F

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

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

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

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  17. void SET_HORN_ENABLED ( Vehicle vehicle, BOOL toggle )  //0x76D683C108594D0E

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

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  19. void _0x7455CD705F7E933E ()  //0x7455CD705F7E933E

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

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

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

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

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

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

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  26. void _0x6DA15746D5CC1A92 ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5 )  //0x6DA15746D5CC1A92

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

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

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  29. void _0x6B7A88A61B41E589 ( Any p0 )  //0x6B7A88A61B41E589

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

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  31. void _0x6AB944DF68B512D3 ( Any p0 )  //0x6AB944DF68B512D3

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

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

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

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  35. void _0x64B956F4E761DF5C ( Any p0 )  //0x64B956F4E761DF5C

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  36. void _BLOCK_SPEECH_CONTEXT ( const char* context, BOOL block )  //0x6378A235374B852F

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  37. BOOL _START_AUDIO_SCENESET ( const char* audioName, const char* sceneset )  //0x6339C1EA3979B5F7

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  38. AnimScene _0x62377977E4F08668 ( Entity entity )  //0x62377977E4F08668

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

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  40. void _0x5BC885EBD75FAA7D ( Any p0, Any p1 )  //0x5BC885EBD75FAA7D

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  41. BOOL CANCEL_MUSIC_EVENT ( const char* eventName )  //0x5B17A90291133DA5

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  42. void _0x5AE0CB5F35F034FD ( Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7 )  //0x5AE0CB5F35F034FD

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

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  44. void PLAY_STREAM_FRONTEND ( int streamId )  //0x58FCE43488F9F5F4

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

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  46. void _0x569ABC36E28DDEAA ()  //0x569ABC36E28DDEAA

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

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

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

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  50. void _FORCE_VEHICLE_ENGINE_AUDIO ( Vehicle vehicle, const char* audioName )  //0x4F0C413926060B38

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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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