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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions

  • Only this category?

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

    • 0
    • 410
    • 1207
  2. void PLAY_SOUND ( const char* audioName, const char* audioRef, BOOL p2, Any p3, BOOL p4, Any p5 )  //0x7FF4944CC209192D

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

    • 0
    • 1,031
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  4. void _PLAY_SOUND_FROM_ITEM ( Hash item, Hash soundSet, Any p2 )  //0xE8EAFF7B41EDD291

    • 0
    • 343
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  5. void PLAY_SOUND_FROM_ENTITY ( const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p4, Any p5 )  //0x6FB1DA3CA9DA7D90

    • 0
    • 571
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  6. 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
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  7. Any STOP_SOUND_WITH_NAME ( char* audioName, char* audioRef )  //0x0F2A2175734926D8

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

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

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    • 375
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  10. void _0x9821B68CD3E05F2B ( Any p0, Any p1, Any p2, Any p3 )  //0x9821B68CD3E05F2B

    • 0
    • 261
    • 1207
  11. void _SET_WHISTLE_CONFIG_FOR_PED ( Ped ped, const char* whistleConfig, float value )  //0x9963681A8BC69BF3

    • 0
    • 310
    • 1207
  12. void _SET_SOUND_RELATIONSHIP_ON_PED ( Ped ped, const char* p1, const char* p2 )  //0x2E31ACA7477CF00F

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

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  14. void _PLAY_SOUND_FROM_ENTITY_WITH_SET ( int soundId, const char* soundName, Entity entity, const char* soundsetName, BOOL p4, Any p5 )  //0xF1C5310FEAA36B48

    • 0
    • 350
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  15. void _0xDCF5BA95BBF0FABA ( int soundId, const char* soundName, float x, float y, float z, const char* soundsetName, Any p6, Any p7, BOOL p8 )  //0xDCF5BA95BBF0FABA

    • 0
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  16. void _0x0286617C8FC50A53 ( Any p0, Any p1, Any p2, Any p3 )  //0x0286617C8FC50A53

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

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

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  19. BOOL PREPARE_SOUND ( const char* soundName, const char* soundsetName, int soundId )  //0xE368E8422C860BA7

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

    • 0
    • 287
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  21. BOOL PREPARE_SOUNDSET ( const char* soundsetName, BOOL p1 )  //0xD9130842D7226045

    • 0
    • 299
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