RDR2 NativeDB
Browse our wiki-style database of native functions in Red Dead Redemption II.
Namespaces
- BUILTIN
- AICOVERPOINT
- AITRANSPORT
- ANIMSCENE
- _NAMESPACE4
- ATTRIBUTE
- AUDIO
- BOUNTY
- BRAIN
- CAM
- CLOCK
- COLLECTION
- COMPANION
- COMPENDIUM
- CRASHLOG
- CREW
- DATABINDING
- DATAFILE
- DEBUG
- DECORATOR
- DLC
- ENTITY
- EVENT
- FIRE
- FLOCK
- GRAPHICS
- GANG
- GOOGLE_ANALYTICS
- HUD
- IK
- _NAMESPACE30
- INTERIOR
- INVENTORY
- ITEMDATABASE
- ITEMSET
- LAW
- LOCALIZATION
- MAP
- MINIGAME
- MISC
- MISSIONDATA
- MONEY
- NETSHOPPING
- NETWORK
- OBJECT
- PAD
- PATHFIND
- PED
- PERSCHAR
- PERSISTENCE
- PHYSICS
- PLAYER
- POPULATION
- POSSE
- PROPSET
- QUEUE
- RECORDING
- REPLAY
- SCRIPTS
- SAVE
- SHAPETEST
- SOCIALCLUB
- SOCIALCLUBFEED
- SPACTIONPROXY
- STATS
- STREAMING
- TASK
- TELEMETRY
- TXD
- UIAPPS
- UIDEBUG
- UIEVENTS
- UIFEED
- UILOG
- UIPINNING
- UITUTORIAL
- UISTATEMACHINE
- UISTICKYFEED
- UNLOCK
- VEHICLE
- VOICE
- VOLUME
- WATER
- WEAPON
- ZONE
221 natives in namespace AUDIO
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void RELEASE_SOUND_ID ( int soundId ) //0x353FC880830B88FA
- 0
- 317
- 1207
-
void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 ) //0x7FF4944CC209192D
- 0
- 727
- 1207
-
void PLAY_SOUND_FRONTEND ( const char* audioName, const char* audioRef, BOOL p2, Any p3 ) //0x67C540AA08E4A6F5
- 0
- 798
- 1207
-
void _PLAY_SOUND_FROM_ITEM ( Hash item, Hash soundSet, Any p2 ) //0xE8EAFF7B41EDD291
- 0
- 258
- 1207
-
void PLAY_SOUND_FROM_ENTITY ( const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5 ) //0x6FB1DA3CA9DA7D90
- 0
- 441
- 1207
-
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
- 0
- 468
- 1207
-
Any _0x580D71DFE0088E34 ( Any p0, Any p1 ) //0x580D71DFE0088E34
- 0
- 276
- 1207
-
BOOL _IS_SCRIPTED_AUDIO_CUSTOM ( Hash item, Hash soundSet ) //0x6DF942C4179BE5AB
- 0
- 268
- 1207
-
void _0x9821B68CD3E05F2B ( Any p0, Any p1, Any p2, Any p3 ) //0x9821B68CD3E05F2B
- 0
- 205
- 1207
-
void _SET_WHISTLE_CONFIG_FOR_PED ( Ped ped, const char* whistleConfig, float value ) //0x9963681A8BC69BF3
- 0
- 242
- 1207
-
void _SET_SOUND_RELATIONSHIP_ON_PED ( Ped ped, const char* p1, const char* p2 ) //0x2E31ACA7477CF00F
- 0
- 212
- 1207
-
void _PLAY_SOUND_FRONTEND_WITH_SOUND_ID ( int soundId, const char* name, const char* soundSet, BOOL p3 ) //0xCE5D0FFE83939AF1
- 0
- 219
- 1207
-
void _PLAY_SOUND_FROM_ENTITY_WITH_SET ( int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5 ) //0xF1C5310FEAA36B48
- 0
- 260
- 1207
-
void _0xDCF5BA95BBF0FABA ( int soundId, const char* soundName, float x, float y, float z, const char* soundsetName, Any p6, Any p7, BOOL p8 ) //0xDCF5BA95BBF0FABA
- 0
- 237
- 1207
-
void _0x0286617C8FC50A53 ( Any p0, Any p1, Any p2, Any p3 ) //0x0286617C8FC50A53
- 0
- 214
- 1207
-
void _STOP_SOUND_WITH_ID ( int soundId ) //0x3210BCB36AF7621B
- 0
- 216
- 1207
-
void _0x503703EC1781B7D6 ( Any p0, Any p1, Any p2 ) //0x503703EC1781B7D6
- 0
- 208
- 1207
-
BOOL PREPARE_SOUND ( const char* soundName, const char* soundsetName, int soundId ) //0xE368E8422C860BA7
- 0
- 210
- 1207
-
void _RELEASE_SHARD_SOUNDS ( const char* soundName, const char* soundsetName ) //0x9D746964E0CF2C5F
- 0
- 233
- 1207
-
void _PLAY_ANIMAL_VOCALIZATION_PHEROMONE_VIAL_RESPONSE ( Ped ped, Hash p1, BOOL p2 ) //0x0E53530D9B2DB01D
- 0
- 133
- 1311
-
BOOL PREPARE_SOUNDSET ( const char* soundsetName, BOOL p1 ) //0xD9130842D7226045
- 0
- 234
- 1207
Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.
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