OVERRIDE_TREVOR_RAGE(char* voiceEffect)
OVERRIDE_UNDERWATER_STREAM(Any* p0, BOOL p1)
OVERRIDE_VEH_HORN(Vehicle vehicle, BOOL override, int hornHash)
PAUSE_SCRIPTED_CONVERSATION(BOOL p0)
PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE(char* speechName, char* voiceName, float x, float y, float z, char* speechParam)
PLAY_ANIMAL_VOCALIZATION(Ped pedHandle, int p1, char* speechName)
PLAY_DEFERRED_SOUND_FRONTEND(char* soundName, char* soundsetName)
PLAY_END_CREDITS_MUSIC(BOOL play)
PLAY_MISSION_COMPLETE_AUDIO(char* audioName)
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(Any p0, Any* p1)
RECORD_BROKEN_GLASS(float x, float y, float z, float radius)