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Namespace: AUDIOAPI set: clientGame: gta5editImprove

INTERRUPT_CONVERSATION

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0xF3A67AF3
// InterruptConversation
void INTERRUPT_CONVERSATION(Ped interrupterPed, char* context, char* voiceName);
Parameters:
  • interrupterPed:

    the ped speaking

  • context:

    the line to use

  • voiceName:

    the voicename for the audio asset

Handles conversation interrupts, using the code-side system for improved timing and to minimize unfriendly logic interactions.

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GET_MUSIC_PLAYTIME()
GET_MUSIC_VOL_SLIDER()
GET_NETWORK_ID_FROM_SOUND_ID(int soundId)
GET_NEXT_AUDIBLE_BEAT(float* timeInSeconds, float* bpm, int* beatNum)
GET_NUM_UNLOCKED_RADIO_STATIONS()
GET_PLAYER_RADIO_STATION_GENRE()
GET_PLAYER_RADIO_STATION_INDEX()
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GET_RADIO_STATION_NAME(int stationIndex)
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GET_SOUND_ID_FROM_NETWORK_ID(int netId)
GET_STREAM_PLAY_TIME()
GET_VARIATION_CHOSEN_FOR_SCRIPTED_LINE(char* textLabel)
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GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS(Vehicle vehicle)
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HAS_LOADED_MP_DATA_SET()
HAS_LOADED_SP_DATA_SET()
HAS_SOUND_FINISHED(int soundId)
HINT_AMBIENT_AUDIO_BANK(char* bankName, BOOL bOverNetwork)
HINT_MISSION_AUDIO_BANK(char* bankName, BOOL bOverNetwork, int playerBits)
HINT_SCRIPT_AUDIO_BANK(char* bankName, BOOL bOverNetwork)
INIT_SYNCH_SCENE_AUDIO_WITH_ENTITY(char* audioName, Entity entity)
INIT_SYNCH_SCENE_AUDIO_WITH_POSITION(char* audioName, float x, float y, float z)
INTERRUPT_CONVERSATION(Ped interrupterPed, char* context, char* voiceName)
INTERRUPT_CONVERSATION_AND_PAUSE(Ped interrupterPed, char* context, char* voiceName)
IS_ALARM_PLAYING(char* alarmName)
IS_AMBIENT_SPEECH_DISABLED(Ped ped)
IS_AMBIENT_SPEECH_PLAYING(Ped ped)
IS_AMBIENT_ZONE_ENABLED(char* ambientZone)
IS_ANIMAL_VOCALIZATION_PLAYING(Ped pedHandle)
IS_ANY_POSITIONAL_SPEECH_PLAYING()
IS_ANY_SPEECH_PLAYING(Ped ped)
IS_AUDIO_SCENE_ACTIVE(char* scene)
IS_GAME_IN_CONTROL_OF_MUSIC()