PLAY_PAIN(Ped ped, int painID, int p1)
PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE(Ped ped, char* speechName, char* speechParam)
PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped ped, char* speechName, char* speechParam)
PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE(Ped ped, char* speechName, char* voiceName, char* speechParam, BOOL p4)
PLAY_PED_RINGTONE(char* ringtoneName, Ped ped, BOOL p2)
PLAY_POLICE_REPORT(char* name, float p1)
PLAY_SOUND(int soundId, char* audioName, char* audioRef, BOOL p3, Any p4, BOOL p5)
PLAY_SOUND_FROM_COORD(int soundId, char* audioName, float x, float y, float z, char* audioRef, BOOL isNetwork, int range, BOOL p8)
PLAY_SOUND_FROM_ENTITY(int soundId, char* audioName, Entity entity, char* audioRef, BOOL isNetwork, Any p5)
PLAY_SOUND_FRONTEND(int soundId, char* audioName, char* audioRef, BOOL p3)
PLAY_STREAM_FROM_OBJECT(Object object)
PLAY_STREAM_FROM_PED(Ped ped)
PLAY_STREAM_FROM_POSITION(float x, float y, float z)
PLAY_STREAM_FROM_VEHICLE(Vehicle vehicle)
PLAY_STREAM_FRONTEND
PLAY_SYNCHRONIZED_AUDIO_EVENT(Any p0)
PLAY_VEHICLE_DOOR_CLOSE_SOUND(Vehicle vehicle, int doorIndex)
PLAY_VEHICLE_DOOR_OPEN_SOUND(Vehicle vehicle, int doorIndex)
PRELOAD_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3)
PRELOAD_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1)
_PRELOAD_VEHICLE_AUDIO(Hash model)
PREPARE_ALARM(char* alarmName)
PREPARE_MUSIC_EVENT(char* eventName)
PREPARE_SYNCHRONIZED_AUDIO_EVENT(char* p0, Any p1)
PREPARE_SYNCHRONIZED_AUDIO_EVENT_FOR_SCENE(int sceneId, char* audioEvent)
RECORD_BROKEN_GLASS(float x, float y, float z, float radius)
REFRESH_CLOSEST_OCEAN_SHORELINE
REGISTER_SCRIPT_WITH_AUDIO(BOOL inChargeOfAudio)
RELEASE_AMBIENT_AUDIO_BANK
RELEASE_MISSION_AUDIO_BANK
RELEASE_NAMED_SCRIPT_AUDIO_BANK(char* audioBank)
RELEASE_SCRIPT_AUDIO_BANK
RELEASE_SOUND_ID(int soundId)
RELEASE_WEAPON_AUDIO
REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP(Entity entity, float p1)