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GTA V Natives

SYSTEM

WAIT

void SYSTEM::WAIT(int ms) // 0x4EDE34FBADD967A6 0x7715C03B b323
Pauses execution of the current script, please note this behavior is only seen when called from one of the game script files(ysc). In order to wait an asi script use "static void WAIT(DWORD time);" found in main.h

START_NEW_SCRIPT

int SYSTEM::START_NEW_SCRIPT(const char* scriptName, int stackSize) // 0xE81651AD79516E48 0x3F166D0E b323
Examples:
 g_384A = SYSTEM::START_NEW_SCRIPT("cellphone_flashhand", 1424);
 l_10D = SYSTEM::START_NEW_SCRIPT("taxiService", 1828);
 SYSTEM::START_NEW_SCRIPT("AM_MP_YACHT", 5000);
 SYSTEM::START_NEW_SCRIPT("emergencycall", 512);
 SYSTEM::START_NEW_SCRIPT("emergencycall", 512); 
 SYSTEM::START_NEW_SCRIPT("FM_maintain_cloud_header_data", 1424);
 SYSTEM::START_NEW_SCRIPT("FM_Mission_Controller", 31000);
 SYSTEM::START_NEW_SCRIPT("tennis_family", 3650);
 SYSTEM::START_NEW_SCRIPT("Celebrations", 3650);

Decompiled examples of usage when starting a script:
 
    SCRIPT::REQUEST_SCRIPT(a_0);
    if (SCRIPT::HAS_SCRIPT_LOADED(a_0)) {
        SYSTEM::START_NEW_SCRIPT(a_0, v_3);
        SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(a_0);
        return 1;
    }
 
or:

    v_2 = "MrsPhilips2";
    SCRIPT::REQUEST_SCRIPT(v_2);
    while (!SCRIPT::HAS_SCRIPT_LOADED(v_2)) {
    SCRIPT::REQUEST_SCRIPT(v_2);
    SYSTEM::WAIT(0);
    }
    sub_8792(36);
    SYSTEM::START_NEW_SCRIPT(v_2, 17000);
    SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(v_2);

All native script names: pastebin.com/K9adDsu4 and pastebin.com/yLNWicUi

START_NEW_SCRIPT_WITH_ARGS

int SYSTEM::START_NEW_SCRIPT_WITH_ARGS(const char* scriptName, Any* args, int argCount, int stackSize) // 0xB8BA7F44DF1575E1 0x4A2100E4 b323
return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2

START_NEW_SCRIPT_WITH_NAME_HASH

int SYSTEM::START_NEW_SCRIPT_WITH_NAME_HASH(Hash scriptHash, int stackSize) // 0xEB1C67C3A5333A92 0x8D15BE5D b323

START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

int SYSTEM::START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS(Hash scriptHash, Any* args, int argCount, int stackSize) // 0xC4BB298BD441BE78 0xE38A3AD4 b323

TIMERA

int SYSTEM::TIMERA() // 0x83666F9FB8FEBD4B 0x45C8C188 b323
Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).

TIMERB

int SYSTEM::TIMERB() // 0xC9D9444186B5A374 0x330A9C0C b323

SETTIMERA

void SYSTEM::SETTIMERA(int value) // 0xC1B1E9A034A63A62 0x35785333 b323

SETTIMERB

void SYSTEM::SETTIMERB(int value) // 0x5AE11BC36633DE4E 0x27C1B7C6 b323

TIMESTEP

float SYSTEM::TIMESTEP() // 0x0000000050597EE2 0x50597EE2 b323
Gets the current frame time.

SIN

float SYSTEM::SIN(float value) // 0x0BADBFA3B172435F 0xBF987F58 b323

COS

float SYSTEM::COS(float value) // 0xD0FFB162F40A139C 0x00238FE9 b323

SQRT

float SYSTEM::SQRT(float value) // 0x71D93B57D07F9804 0x145C7701 b323

POW

float SYSTEM::POW(float base, float exponent) // 0xE3621CC40F31FE2E 0x85D134F8 b323

_LOG10

float SYSTEM::_LOG10(float value) // 0xE816E655DE37FE20  b1604

VMAG

float SYSTEM::VMAG(float x, float y, float z) // 0x652D2EEEF1D3E62C 0x1FCF1ECD b323
Calculates the magnitude of a vector.

VMAG2

float SYSTEM::VMAG2(float x, float y, float z) // 0xA8CEACB4F35AE058 0xE796E629 b323
Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)

VDIST

float SYSTEM::VDIST(float x1, float y1, float z1, float x2, float y2, float z2) // 0x2A488C176D52CCA5 0x3C08ECB7 b323
Calculates distance between vectors.

VDIST2

float SYSTEM::VDIST2(float x1, float y1, float z1, float x2, float y2, float z2) // 0xB7A628320EFF8E47 0xC85DEF1F b323
Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)

SHIFT_LEFT

int SYSTEM::SHIFT_LEFT(int value, int bitShift) // 0xEDD95A39E5544DE8 0x314CC6CD b323

SHIFT_RIGHT

int SYSTEM::SHIFT_RIGHT(int value, int bitShift) // 0x97EF1E5BCE9DC075 0x352633CA b323

FLOOR

int SYSTEM::FLOOR(float value) // 0xF34EE736CF047844 0x32E9BE04 b323

CEIL

int SYSTEM::CEIL(float value) // 0x11E019C8F43ACC8A 0xD536A1DF b323
I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down

ROUND

int SYSTEM::ROUND(float value) // 0xF2DB717A73826179 0x323B0E24 b323

TO_FLOAT

float SYSTEM::TO_FLOAT(int value) // 0xBBDA792448DB5A89 0x67116627 b323

SET_THREAD_PRIORITY

void SYSTEM::SET_THREAD_PRIORITY(int priority) // 0x42B65DEEF2EDF2A1  b877
0 = high
1 = normal
2 = low

APP

APP_DATA_VALID

BOOL APP::APP_DATA_VALID() // 0x846AA8E7D55EE5B6 0x72BDE002 b323

APP_GET_INT

int APP::APP_GET_INT(const char* property) // 0xD3A58A12C77D9D4B 0x2942AAD2 b323

APP_GET_FLOAT

float APP::APP_GET_FLOAT(const char* property) // 0x1514FB24C02C2322 0xD87F3A1C b323

APP_GET_STRING

const char* APP::APP_GET_STRING(const char* property) // 0x749B023950D2311C 0x849CEB80 b323

APP_SET_INT

void APP::APP_SET_INT(const char* property, int value) // 0x607E8E3D3E4F9611 0x1B509C32 b323

APP_SET_FLOAT

void APP::APP_SET_FLOAT(const char* property, float value) // 0x25D7687C68E0DAA4 0xF3076135 b323

APP_SET_STRING

void APP::APP_SET_STRING(const char* property, const char* value) // 0x3FF2FCEC4B7721B4 0x23DF19A8 b323

APP_SET_APP

void APP::APP_SET_APP(const char* appName) // 0xCFD0406ADAF90D2B 0x8BAC4146 b323
Called in the gamescripts like:
APP::APP_SET_APP("car");
APP::APP_SET_APP("dog");

APP_SET_BLOCK

void APP::APP_SET_BLOCK(const char* blockName) // 0x262AB456A3D21F93 0xC2D54DD9 b323

APP_CLEAR_BLOCK

void APP::APP_CLEAR_BLOCK() // 0x5FE1DF3342DB7DBA 0xDAB86A18 b323

APP_CLOSE_APP

void APP::APP_CLOSE_APP() // 0xE41C65E07A5F05FC 0x03767C7A b323

APP_CLOSE_BLOCK

void APP::APP_CLOSE_BLOCK() // 0xE8E3FCF72EAC0EF8 0xED97B202 b323

APP_HAS_LINKED_SOCIAL_CLUB_ACCOUNT

BOOL APP::APP_HAS_LINKED_SOCIAL_CLUB_ACCOUNT() // 0x71EEE69745088DA0 0xD368BA15 b323

APP_HAS_SYNCED_DATA

BOOL APP::APP_HAS_SYNCED_DATA(const char* appName) // 0xCA52279A7271517F 0x1DE2A63D b323

APP_SAVE_DATA

void APP::APP_SAVE_DATA() // 0x95C5D356CDA6E85F 0x84A3918D b323

APP_GET_DELETED_FILE_STATUS

int APP::APP_GET_DELETED_FILE_STATUS() // 0xC9853A2BE3DED1A6 0x784D550B b323

APP_DELETE_APP_DATA

BOOL APP::APP_DELETE_APP_DATA(const char* appName) // 0x44151AEA95C8A003 0x2A2FBD1C b323

AUDIO

PLAY_PED_RINGTONE

void AUDIO::PLAY_PED_RINGTONE(const char* ringtoneName, Ped ped, BOOL p2) // 0xF9E56683CA8E11A5 0x1D530E47 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/RFb4GTny

AUDIO::PLAY_PED_RINGTONE("Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);
AUDIO::PLAY_PED_RINGTONE("Dial_and_Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);

IS_PED_RINGTONE_PLAYING

BOOL AUDIO::IS_PED_RINGTONE_PLAYING(Ped ped) // 0x1E8E5E20937E3137 0xFE576EE4 b323

STOP_PED_RINGTONE

void AUDIO::STOP_PED_RINGTONE(Ped ped) // 0x6C5AE23EFA885092 0xFEEA107C b323

IS_MOBILE_PHONE_CALL_ONGOING

BOOL AUDIO::IS_MOBILE_PHONE_CALL_ONGOING() // 0x7497D2CE2C30D24C 0x4ED1400A b323

_0xC8B1B2425604CDD0

BOOL AUDIO::_0xC8B1B2425604CDD0() // 0xC8B1B2425604CDD0 0x16FB88B5 b323
IS_MOBILE_PHONE_*

CREATE_NEW_SCRIPTED_CONVERSATION

void AUDIO::CREATE_NEW_SCRIPTED_CONVERSATION() // 0xD2C91A0B572AAE56 0xB2BC25F8 b323

ADD_LINE_TO_CONVERSATION

void AUDIO::ADD_LINE_TO_CONVERSATION(int index, const char* p1, const char* p2, int p3, int p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8, int p9, BOOL p10, BOOL p11, BOOL p12) // 0xC5EF963405593646 0x96CD0513 b323
NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs,
_GET_TEXT_SUBSTRING and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts.

p0 is -1, 0 - 35
p1 is a char or string (whatever you wanna call it)
p2 is Global 10597 + i * 6. 'i' is a while(i < 70) loop
p3 is again -1, 0 - 35 
p4 is again -1, 0 - 35 
p5 is either 0 or 1 (bool ?)
p6 is either 0 or 1 (The func to determine this is bool)
p7 is either 0 or 1 (The func to determine this is bool)
p8 is either 0 or 1 (The func to determine this is bool)
p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c)
p10 is either 0 or 1 (The func to determine this is bool)
p11 is either 0 or 1 (The func to determine this is bool)
p12 is unknown as in TU27 X360 scripts it only goes to p11.

ADD_PED_TO_CONVERSATION

void AUDIO::ADD_PED_TO_CONVERSATION(int index, Ped ped, const char* p2) // 0x95D9F4BC443956E7 0xF8D5EB86 b323
4 calls in the b617d scripts. The only one with p0 and p2 in clear text:

AUDIO::ADD_PED_TO_CONVERSATION(5, l_AF, "DINAPOLI");

=================================================
One of the 2 calls in dialogue_handler.c p0 is in a while-loop, and so is determined to also possibly be 0 - 15.

_0x33E3C6C6F2F0B506

void AUDIO::_0x33E3C6C6F2F0B506(Any p0, float p1, float p2, float p3) // 0x33E3C6C6F2F0B506 0x73C6F979 b323

_0x892B6AB8F33606F5

void AUDIO::_0x892B6AB8F33606F5(int p0, Entity entity) // 0x892B6AB8F33606F5 0x88203DDA b323

SET_MICROPHONE_POSITION

void AUDIO::SET_MICROPHONE_POSITION(BOOL p0, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) // 0xB6AE90EDDE95C762 0xAD7BB191 b323
If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so..

_0x0B568201DD99F0EB

void AUDIO::_0x0B568201DD99F0EB(BOOL p0) // 0x0B568201DD99F0EB 0x1193ED6E b323

_0x61631F5DF50D1C34

void AUDIO::_0x61631F5DF50D1C34(BOOL p0) // 0x61631F5DF50D1C34  b323

START_SCRIPT_PHONE_CONVERSATION

void AUDIO::START_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1) // 0x252E5F915EABB675 0x38E42D07 b323

PRELOAD_SCRIPT_PHONE_CONVERSATION

void AUDIO::PRELOAD_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1) // 0x6004BCB0E226AAEA 0x9ACB213A b323

START_SCRIPT_CONVERSATION

void AUDIO::START_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x6B17C62C9635D2DC 0xE5DE7D9D b323

PRELOAD_SCRIPT_CONVERSATION

void AUDIO::PRELOAD_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3) // 0x3B3CAD6166916D87 0xDDF5C579 b323

START_PRELOADED_CONVERSATION

void AUDIO::START_PRELOADED_CONVERSATION() // 0x23641AFE870AF385 0xA170261B b323

GET_IS_PRELOADED_CONVERSATION_READY

BOOL AUDIO::GET_IS_PRELOADED_CONVERSATION_READY() // 0xE73364DB90778FFA 0x336F3D35 b323

IS_SCRIPTED_CONVERSATION_ONGOING

BOOL AUDIO::IS_SCRIPTED_CONVERSATION_ONGOING() // 0x16754C556D2EDE3D 0xCB8FD96F b323

IS_SCRIPTED_CONVERSATION_LOADED

BOOL AUDIO::IS_SCRIPTED_CONVERSATION_LOADED() // 0xDF0D54BE7A776737 0xE1870EA9 b323

GET_CURRENT_SCRIPTED_CONVERSATION_LINE

int AUDIO::GET_CURRENT_SCRIPTED_CONVERSATION_LINE() // 0x480357EE890C295A 0x9620E41F b323

PAUSE_SCRIPTED_CONVERSATION

void AUDIO::PAUSE_SCRIPTED_CONVERSATION(BOOL p0) // 0x8530AD776CD72B12 0xE2C9C6F8 b323

RESTART_SCRIPTED_CONVERSATION

void AUDIO::RESTART_SCRIPTED_CONVERSATION() // 0x9AEB285D1818C9AC 0x6CB24B56 b323

STOP_SCRIPTED_CONVERSATION

int AUDIO::STOP_SCRIPTED_CONVERSATION(BOOL p0) // 0xD79DEEFB53455EBA 0xAB77DA7D b323

SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE

void AUDIO::SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE() // 0x9663FE6B7A61EB00 0x85C98304 b323

INTERRUPT_CONVERSATION

void AUDIO::INTERRUPT_CONVERSATION(Any p0, Any* p1, Any* p2) // 0xA018A12E5C5C2FA6 0xF3A67AF3 b323

INTERRUPT_CONVERSATION_AND_PAUSE

void AUDIO::INTERRUPT_CONVERSATION_AND_PAUSE(Ped ped, const char* p1, const char* p2) // 0x8A694D7A68F8DC38 0xDD4A3F1F b323
One call found in the b617d scripts:

AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0/*1*/]), "CONV_INTERRUPT_QUIT_IT", "LESTER");

_0xAA19F5572C38B564

Any AUDIO::_0xAA19F5572C38B564(Any* p0) // 0xAA19F5572C38B564 0xB58B8FF3 b323

_0xB542DE8C3D1CB210

void AUDIO::_0xB542DE8C3D1CB210(BOOL p0) // 0xB542DE8C3D1CB210 0x789D8C6C b323

REGISTER_SCRIPT_WITH_AUDIO

void AUDIO::REGISTER_SCRIPT_WITH_AUDIO(int p0) // 0xC6ED9D5092438D91 0xA6203643 b323
This native does absolutely nothing, just a nullsub

UNREGISTER_SCRIPT_WITH_AUDIO

void AUDIO::UNREGISTER_SCRIPT_WITH_AUDIO() // 0xA8638BE228D4751A 0x66728EFE b323
This native does absolutely nothing, just a nullsub

REQUEST_MISSION_AUDIO_BANK

BOOL AUDIO::REQUEST_MISSION_AUDIO_BANK(const char* p0, BOOL p1, Any p2) // 0x7345BDD95E62E0F2 0x916E37CA b323
 All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm
 

REQUEST_AMBIENT_AUDIO_BANK

BOOL AUDIO::REQUEST_AMBIENT_AUDIO_BANK(const char* p0, BOOL p1, Any p2) // 0xFE02FFBED8CA9D99 0x23C88BC7 b323
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz

REQUEST_SCRIPT_AUDIO_BANK

BOOL AUDIO::REQUEST_SCRIPT_AUDIO_BANK(const char* p0, BOOL p1, int p2) // 0x2F844A8B08D76685 0x21322887 b323
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6

_0x40763EA7B9B783E7

Any AUDIO::_0x40763EA7B9B783E7(Any p0, Any p1, Any p2) // 0x40763EA7B9B783E7  b573

HINT_AMBIENT_AUDIO_BANK

Any AUDIO::HINT_AMBIENT_AUDIO_BANK(Any p0, Any p1, Any p2) // 0x8F8C0E370AE62F5C 0xF1850DDC b323

HINT_SCRIPT_AUDIO_BANK

Any AUDIO::HINT_SCRIPT_AUDIO_BANK(Any p0, Any p1, Any p2) // 0xFB380A29641EC31A 0x41FA0E51 b323

RELEASE_MISSION_AUDIO_BANK

void AUDIO::RELEASE_MISSION_AUDIO_BANK() // 0x0EC92A1BF0857187 0x8E8824C7 b323

RELEASE_AMBIENT_AUDIO_BANK

void AUDIO::RELEASE_AMBIENT_AUDIO_BANK() // 0x65475A218FFAA93D 0x8C938784 b323

RELEASE_NAMED_SCRIPT_AUDIO_BANK

void AUDIO::RELEASE_NAMED_SCRIPT_AUDIO_BANK(const char* audioBank) // 0x77ED170667F50170 0x16707ABC b323

RELEASE_SCRIPT_AUDIO_BANK

void AUDIO::RELEASE_SCRIPT_AUDIO_BANK() // 0x7A2D8AD0A9EB9C3F 0x22F865E5 b323

_0x19AF7ED9B9D23058

void AUDIO::_0x19AF7ED9B9D23058() // 0x19AF7ED9B9D23058 0xA58BBF4F b323

_0x9AC92EED5E4793AB

void AUDIO::_0x9AC92EED5E4793AB() // 0x9AC92EED5E4793AB 0xE67446E9 b323

_0x11579D940949C49E

void AUDIO::_0x11579D940949C49E(Any p0) // 0x11579D940949C49E  b678

GET_SOUND_ID

int AUDIO::GET_SOUND_ID() // 0x430386FE9BF80B45 0x6AE0AD56 b323

RELEASE_SOUND_ID

void AUDIO::RELEASE_SOUND_ID(int soundId) // 0x353FC880830B88FA 0x9C080899 b323

PLAY_SOUND

void AUDIO::PLAY_SOUND(int soundId, const char* audioName, const char* audioRef, BOOL p3, Any p4, BOOL p5) // 0x7FF4944CC209192D 0xB6E1917F b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_SOUND_FRONTEND

void AUDIO::PLAY_SOUND_FRONTEND(int soundId, const char* audioName, const char* audioRef, BOOL p3) // 0x67C540AA08E4A6F5 0x2E458F74 b323
List: https://pastebin.com/DCeRiaLJ

All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_DEFERRED_SOUND_FRONTEND

void AUDIO::PLAY_DEFERRED_SOUND_FRONTEND(const char* soundName, const char* soundsetName) // 0xCADA5A0D0702381E 0xC70E6CFA b323
Only call found in the b617d scripts:

AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_SOUND_FROM_ENTITY

void AUDIO::PLAY_SOUND_FROM_ENTITY(int soundId, const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p5) // 0xE65F427EB70AB1ED 0x95AE00F8 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0 
No changes made in b678d.

gtaforums.com/topic/795622-audio-for-mods

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

_0x5B9853296731E88D

void AUDIO::_0x5B9853296731E88D(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5) // 0x5B9853296731E88D  b877

PLAY_SOUND_FROM_COORD

void AUDIO::PLAY_SOUND_FROM_COORD(int soundId, const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, int range, BOOL p8) // 0x8D8686B622B88120 0xCAD3E2D5 b323
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW

gtaforums.com/topic/795622-audio-for-mods

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

_0x7EC3C679D0E7E46B

void AUDIO::_0x7EC3C679D0E7E46B(Any p0, Any p1, Any p2, Any p3) // 0x7EC3C679D0E7E46B  b678

STOP_SOUND

void AUDIO::STOP_SOUND(int soundId) // 0xA3B0C41BA5CC0BB5 0xCD7F4030 b323

GET_NETWORK_ID_FROM_SOUND_ID

int AUDIO::GET_NETWORK_ID_FROM_SOUND_ID(int soundId) // 0x2DE3F0A134FFBC0D 0x2576F610 b323
Could this be used alongside either, 
SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES or _SET_NETWORK_ID_SYNC_TO_PLAYER to make it so other players can hear the sound while online? It'd be a bit troll-fun to be able to play the Zancudo UFO creepy sounds globally.

GET_SOUND_ID_FROM_NETWORK_ID

int AUDIO::GET_SOUND_ID_FROM_NETWORK_ID(int netId) // 0x75262FD12D0A1C84 0xD064D4DC b323

SET_VARIABLE_ON_SOUND

void AUDIO::SET_VARIABLE_ON_SOUND(int soundId, Any* p1, float p2) // 0xAD6B3148A78AE9B6 0x606EE5FA b323

SET_VARIABLE_ON_STREAM

void AUDIO::SET_VARIABLE_ON_STREAM(const char* p0, float p1) // 0x2F9D3834AEB9EF79 0xF67BB44C b323
From the scripts, p0:

"ArmWrestlingIntensity",
"INOUT",
"Monkey_Stream",
"ZoomLevel"

OVERRIDE_UNDERWATER_STREAM

void AUDIO::OVERRIDE_UNDERWATER_STREAM(Any* p0, BOOL p1) // 0xF2A9CDABCEA04BD6 0x9A083B7E b323

SET_VARIABLE_ON_UNDER_WATER_STREAM

void AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM(const char* variableName, float value) // 0x733ADF241531E5C2 0x62D026BE b323
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);

HAS_SOUND_FINISHED

BOOL AUDIO::HAS_SOUND_FINISHED(int soundId) // 0xFCBDCE714A7C88E5 0xE85AEC2E b323

PLAY_PED_AMBIENT_SPEECH_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_NATIVE(Ped ped, const char* speechName, const char* speechParam, Any p3) // 0x8E04FEDD28D42462 0x5C57B85D b323
Plays ambient speech. See also _0x444180DB.

ped: The ped to play the ambient speech.
speechName: Name of the speech to play, eg. "GENERIC_HI".
speechParam: Can be one of the following:
SPEECH_PARAMS_STANDARD
SPEECH_PARAMS_ALLOW_REPEAT
SPEECH_PARAMS_BEAT
SPEECH_PARAMS_FORCE
SPEECH_PARAMS_FORCE_FRONTEND
SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND
SPEECH_PARAMS_FORCE_NORMAL
SPEECH_PARAMS_FORCE_NORMAL_CLEAR
SPEECH_PARAMS_FORCE_NORMAL_CRITICAL
SPEECH_PARAMS_FORCE_SHOUTED
SPEECH_PARAMS_FORCE_SHOUTED_CLEAR
SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL
SPEECH_PARAMS_FORCE_PRELOAD_ONLY
SPEECH_PARAMS_MEGAPHONE
SPEECH_PARAMS_HELI
SPEECH_PARAMS_FORCE_MEGAPHONE
SPEECH_PARAMS_FORCE_HELI
SPEECH_PARAMS_INTERRUPT
SPEECH_PARAMS_INTERRUPT_SHOUTED
SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR
SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL
SPEECH_PARAMS_INTERRUPT_NO_FORCE
SPEECH_PARAMS_INTERRUPT_FRONTEND
SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND
SPEECH_PARAMS_ADD_BLIP
SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT
SPEECH_PARAMS_ADD_BLIP_FORCE
SPEECH_PARAMS_ADD_BLIP_SHOUTED
SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE
SPEECH_PARAMS_ADD_BLIP_INTERRUPT
SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR
SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL
SPEECH_PARAMS_SHOUTED
SPEECH_PARAMS_SHOUTED_CLEAR
SPEECH_PARAMS_SHOUTED_CRITICAL

Note: A list of Name and Parameters can be found here pastebin.com/1GZS5dCL

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

Old name: _PLAY_AMBIENT_SPEECH1

PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE(Ped ped, const char* speechName, const char* speechParam, Any p3) // 0xC6941B4A3A8FBBB9 0x444180DB b323
Plays ambient speech. See also _0x5C57B85D.

See PLAY_PED_AMBIENT_SPEECH_NATIVE for parameter specifications.

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE

void AUDIO::PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE(Ped ped, const char* speechName, const char* voiceName, const char* speechParam, BOOL p4) // 0x3523634255FC3318 0x8386AE28 b323
This is the same as PLAY_PED_AMBIENT_SPEECH_NATIVE and PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals.

EX (C#):
GTA.Native.Function.Call(Hash._0x3523634255FC3318, Game.Player.Character, "GENERIC_INSULT_HIGH", "s_m_y_sheriff_01_white_full_01", "SPEECH_PARAMS_FORCE_SHOUTED", 0);

The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0.

Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE

void AUDIO::PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE(const char* speechName, const char* voiceName, float x, float y, float z, const char* speechParam) // 0xED640017ED337E45 0xA1A1402E b323
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json

OVERRIDE_TREVOR_RAGE

void AUDIO::OVERRIDE_TREVOR_RAGE(const char* voiceEffect) // 0x13AD665062541A7E 0x05B9B5CF b323
This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect`

RESET_TREVOR_RAGE

void AUDIO::RESET_TREVOR_RAGE() // 0xE78503B10C4314E0 0xE80CF0D4 b323

SET_PLAYER_ANGRY

void AUDIO::SET_PLAYER_ANGRY(Ped ped, BOOL toggle) // 0xEA241BB04110F091 0x782CA58D b323

PLAY_PAIN

void AUDIO::PLAY_PAIN(Ped ped, int painID, int p1, Any p3) // 0xBC9AE166038A5CEC 0x874BD6CB b323
Needs another parameter [int p2]. The signature is PED::PLAY_PAIN(Ped ped, int painID, int p1, int p2);

Last 2 parameters always seem to be 0.

EX: Function.Call(Hash.PLAY_PAIN, TestPed, 6, 0, 0);

Known Pain IDs
________________________

1 - Doesn't seem to do anything. Does NOT crash the game like previously said. (Latest patch)
6 - Scream (Short)
7 - Scared Scream (Kinda Long)
8 - On Fire

RELEASE_WEAPON_AUDIO

void AUDIO::RELEASE_WEAPON_AUDIO() // 0xCE4AC0439F607045 0x6096504C b323

ACTIVATE_AUDIO_SLOWMO_MODE

void AUDIO::ACTIVATE_AUDIO_SLOWMO_MODE(const char* p0) // 0xD01005D2BA2EB778 0x59A3A17D b323

DEACTIVATE_AUDIO_SLOWMO_MODE

void AUDIO::DEACTIVATE_AUDIO_SLOWMO_MODE(const char* p0) // 0xDDC635D5B3262C56 0x0E387BFE b323

SET_AMBIENT_VOICE_NAME

void AUDIO::SET_AMBIENT_VOICE_NAME(Ped ped, const char* name) // 0x6C8065A3B780185B 0xBD2EA1A1 b323
Audio List
gtaforums.com/topic/795622-audio-for-mods/

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ

Yes

_SET_AMBIENT_VOICE_NAME_HASH

void AUDIO::_SET_AMBIENT_VOICE_NAME_HASH(Ped ped, Hash hash) // 0x9A53DED9921DE990  b463

_GET_AMBIENT_VOICE_NAME_HASH

Hash AUDIO::_GET_AMBIENT_VOICE_NAME_HASH(Ped ped) // 0x5E203DA2BA15D436  b463

_SET_PED_SCREAM

void AUDIO::_SET_PED_SCREAM(Ped ped) // 0x40CF0D12D142A9E8  b323
Assigns some ambient voice to the ped.

_0x1B7ABE26CBCBF8C7

void AUDIO::_0x1B7ABE26CBCBF8C7(Ped ped, Any p1, Any p2) // 0x1B7ABE26CBCBF8C7  b372

_SET_PED_VOICE_GROUP

void AUDIO::_SET_PED_VOICE_GROUP(Ped ped, Hash voiceGroupHash) // 0x7CDC8C3B89F661B3  b323
From the scripts:

AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("PAIGE_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("TALINA_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_BLACK_PVG"));
AUDIO::_SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_WHITE_PVG"));

_SET_PED_AUDIO_GENDER

void AUDIO::_SET_PED_AUDIO_GENDER(Ped ped, BOOL p1) // 0xA5342D390CDA41D6  b323

STOP_CURRENT_PLAYING_SPEECH

void AUDIO::STOP_CURRENT_PLAYING_SPEECH(Ped ped) // 0x7A73D05A607734C7 0x5B7463F4 b323

STOP_CURRENT_PLAYING_AMBIENT_SPEECH

void AUDIO::STOP_CURRENT_PLAYING_AMBIENT_SPEECH(Ped ped) // 0xB8BEC0CA6F0EDB0F 0xBB8E64BF b323

IS_AMBIENT_SPEECH_PLAYING

BOOL AUDIO::IS_AMBIENT_SPEECH_PLAYING(Ped ped) // 0x9072C8B49907BFAD 0x1972E8AA b323

IS_SCRIPTED_SPEECH_PLAYING

BOOL AUDIO::IS_SCRIPTED_SPEECH_PLAYING(Any p0) // 0xCC9AA18DCC7084F4 0x2C653904 b323

IS_ANY_SPEECH_PLAYING

BOOL AUDIO::IS_ANY_SPEECH_PLAYING(Ped ped) // 0x729072355FA39EC9 0x2B74A6D6 b323

_0x30CA2EF91D15ADF8

Any AUDIO::_0x30CA2EF91D15ADF8() // 0x30CA2EF91D15ADF8  b2189

_CAN_PED_SPEAK

BOOL AUDIO::_CAN_PED_SPEAK(Ped ped, const char* speechName, BOOL unk) // 0x49B99BF3FDA89A7A 0x8BD5F11E b323
Checks if the ped can play the speech or has the speech file, last parameter is usually 0

DOES_C*

IS_PED_IN_CURRENT_CONVERSATION

BOOL AUDIO::IS_PED_IN_CURRENT_CONVERSATION(Ped ped) // 0x049E937F18F4020C 0x7B2F0743 b323

SET_PED_IS_DRUNK

void AUDIO::SET_PED_IS_DRUNK(Ped ped, BOOL toggle) // 0x95D2D383D5396B8A 0xD2EA77A3 b323
Sets the ped drunk sounds.  Only works with PLAYER_PED_ID

====================================================

As mentioned above, this only sets the drunk sound to ped/player.

To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET

Below is an example

if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, "move_m@drunk@verydrunk"))
                {
                    Function.Call(Hash.REQUEST_ANIM_SET, "move_m@drunk@verydrunk");
                }
                Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, "move_m@drunk@verydrunk", 0x3E800000);



And to stop the effect use
RESET_PED_MOVEMENT_CLIPSET

PLAY_ANIMAL_VOCALIZATION

void AUDIO::PLAY_ANIMAL_VOCALIZATION(Ped pedHandle, int p1, const char* speechName) // 0xEE066C7006C49C0A 0x498849F3 b323
Plays sounds from a ped with chop model. For example it used to play bark or sniff sounds. p1 is always 3 or 4294967295 in decompiled scripts. By a quick disassembling I can assume that this arg is unused.
This native is works only when you call it on the ped with right model (ac_chop only ?)
Speech Name can be: CHOP_SNIFF_SEQ CHOP_WHINE CHOP_LICKS_MOUTH CHOP_PANT bark GROWL SNARL BARK_SEQ

IS_ANIMAL_VOCALIZATION_PLAYING

BOOL AUDIO::IS_ANIMAL_VOCALIZATION_PLAYING(Ped pedHandle) // 0xC265DF9FB44A9FBD 0x0CBAF2EF b323

SET_ANIMAL_MOOD

void AUDIO::SET_ANIMAL_MOOD(Ped animal, int mood) // 0xCC97B29285B1DC3B 0x3EA7C6CB b323
mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.

IS_MOBILE_PHONE_RADIO_ACTIVE

BOOL AUDIO::IS_MOBILE_PHONE_RADIO_ACTIVE() // 0xB35CE999E8EF317E 0x6E502A5B b323

SET_MOBILE_PHONE_RADIO_STATE

void AUDIO::SET_MOBILE_PHONE_RADIO_STATE(BOOL state) // 0xBF286C554784F3DF 0xE1E0ED34 b323

GET_PLAYER_RADIO_STATION_INDEX

int AUDIO::GET_PLAYER_RADIO_STATION_INDEX() // 0xE8AF77C4C06ADC93 0x1C4946AC b323
Returns 255 (radio off index) if the function fails.

GET_PLAYER_RADIO_STATION_NAME

const char* AUDIO::GET_PLAYER_RADIO_STATION_NAME() // 0xF6D733C32076AD03 0xD909C107 b323
Returns active radio station name

GET_RADIO_STATION_NAME

const char* AUDIO::GET_RADIO_STATION_NAME(int radioStation) // 0xB28ECA15046CA8B9 0x3DF493BC b323
Returns String with radio station name.

GET_PLAYER_RADIO_STATION_GENRE

int AUDIO::GET_PLAYER_RADIO_STATION_GENRE() // 0xA571991A7FE6CCEB 0x872CF0EA b323

IS_RADIO_RETUNING

BOOL AUDIO::IS_RADIO_RETUNING() // 0xA151A7394A214E65 0xCF29097B b323

IS_RADIO_FADED_OUT

BOOL AUDIO::IS_RADIO_FADED_OUT() // 0x0626A247D2405330 0x815CAE99 b323

_0xFF266D1D0EB1195D

void AUDIO::_0xFF266D1D0EB1195D() // 0xFF266D1D0EB1195D 0x53DB6994 b323
Tune Forward... ?

SET_RADIO_*

_0xDD6BCF9E94425DF9

void AUDIO::_0xDD6BCF9E94425DF9() // 0xDD6BCF9E94425DF9 0xD70ECC80 b323
Tune Backwards... ?

SET_RADIO_*

SET_RADIO_TO_STATION_NAME

void AUDIO::SET_RADIO_TO_STATION_NAME(const char* stationName) // 0xC69EDA28699D5107 0x7B36E35E b323
For a full list, see here: pastebin.com/Kj9t38KF

SET_VEH_RADIO_STATION

void AUDIO::SET_VEH_RADIO_STATION(Vehicle vehicle, const char* radioStation) // 0x1B9C0099CB942AC6 0xE391F55F b323
For a full list, see here: pastebin.com/Kj9t38KF

_0x0BE4BE946463F917

BOOL AUDIO::_0x0BE4BE946463F917(Vehicle vehicle) // 0x0BE4BE946463F917  b505
IS_VEHICLE_*

_0xC1805D05E6D4FE10

void AUDIO::_0xC1805D05E6D4FE10(Vehicle vehicle) // 0xC1805D05E6D4FE10 0x7ABB89D2 b323
SET_VEH*

SET_EMITTER_RADIO_STATION

void AUDIO::SET_EMITTER_RADIO_STATION(const char* emitterName, const char* radioStation) // 0xACF57305B12AF907 0x87431585 b323
Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json

SET_STATIC_EMITTER_ENABLED

void AUDIO::SET_STATIC_EMITTER_ENABLED(const char* emitterName, BOOL toggle) // 0x399D2D3B33F1B8EB 0x91F72E92 b323
Example:
AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_01_STAGE", false);    AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM", false);    AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM", false);

This turns off surrounding sounds not connected directly to peds.

Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
void AUDIO::_LINK_STATIC_EMITTER_TO_ENTITY(const char* emitterName, Entity entity) // 0x651D3228960D08AF  b505
L* (LINK_*?)

Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json

SET_RADIO_TO_STATION_INDEX

void AUDIO::SET_RADIO_TO_STATION_INDEX(int radioStation) // 0xA619B168B8A8570F 0x1D82766D b323
Sets radio station by index.

SET_FRONTEND_RADIO_ACTIVE

void AUDIO::SET_FRONTEND_RADIO_ACTIVE(BOOL active) // 0xF7F26C6E9CC9EBB8 0xB1172075 b323

UNLOCK_MISSION_NEWS_STORY

void AUDIO::UNLOCK_MISSION_NEWS_STORY(int newsStory) // 0xB165AB7C248B2DC1 0xCCD9ABE4 b323
I see this as a native that would of been used back in GTA III when you finally unlocked the bridge to the next island and such.

IS_MISSION_NEWS_STORY_UNLOCKED

BOOL AUDIO::IS_MISSION_NEWS_STORY_UNLOCKED(int newsStory) // 0x66E49BF55B4B1874 0x27305D37 b323

GET_AUDIBLE_MUSIC_TRACK_TEXT_ID

int AUDIO::GET_AUDIBLE_MUSIC_TRACK_TEXT_ID() // 0x50B196FC9ED6545B 0xA2B88CA7 b323

PLAY_END_CREDITS_MUSIC

void AUDIO::PLAY_END_CREDITS_MUSIC(BOOL play) // 0xCD536C4D33DCC900 0x8E88B3CC b323

SKIP_RADIO_FORWARD

void AUDIO::SKIP_RADIO_FORWARD() // 0x6DDBBDD98E2E9C25 0x10D36630 b323

FREEZE_RADIO_STATION

void AUDIO::FREEZE_RADIO_STATION(const char* radioStation) // 0x344F393B027E38C3 0x286BF543 b323

UNFREEZE_RADIO_STATION

void AUDIO::UNFREEZE_RADIO_STATION(const char* radioStation) // 0xFC00454CF60B91DD 0x4D46202C b323

SET_RADIO_AUTO_UNFREEZE

void AUDIO::SET_RADIO_AUTO_UNFREEZE(BOOL toggle) // 0xC1AA9F53CE982990 0xA40196BF b323

SET_INITIAL_PLAYER_STATION

void AUDIO::SET_INITIAL_PLAYER_STATION(const char* radioStation) // 0x88795F13FACDA88D 0x9B069233 b323

SET_USER_RADIO_CONTROL_ENABLED

void AUDIO::SET_USER_RADIO_CONTROL_ENABLED(BOOL toggle) // 0x19F21E63AE6EAE4E 0x52E054CE b323

SET_RADIO_TRACK

void AUDIO::SET_RADIO_TRACK(const char* radioStation, const char* radioTrack) // 0xB39786F201FEE30B 0x76E96212 b323
Only found this one in the decompiled scripts:

AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS");

_SET_RADIO_TRACK_MIX

void AUDIO::_SET_RADIO_TRACK_MIX(const char* radioStationName, const char* mixName, int p2) // 0x2CB0075110BE1E56  b1493

_0x55ECF4D13D9903B0

void AUDIO::_0x55ECF4D13D9903B0(Any p0, Any p1, Any p2, Any p3) // 0x55ECF4D13D9903B0  b1868

SET_VEHICLE_RADIO_LOUD

void AUDIO::SET_VEHICLE_RADIO_LOUD(Vehicle vehicle, BOOL toggle) // 0xBB6F1CAEC68B0BCE 0x8D9EDD99 b323

_IS_VEHICLE_RADIO_LOUD

BOOL AUDIO::_IS_VEHICLE_RADIO_LOUD(Vehicle vehicle) // 0x032A116663A4D5AC 0xCBA99F4A b323

SET_MOBILE_RADIO_ENABLED_DURING_GAMEPLAY

void AUDIO::SET_MOBILE_RADIO_ENABLED_DURING_GAMEPLAY(BOOL toggle) // 0x1098355A16064BB3 0x990085F0 b323

DOES_PLAYER_VEH_HAVE_RADIO

BOOL AUDIO::DOES_PLAYER_VEH_HAVE_RADIO() // 0x109697E2FFBAC8A1 0x46B0C696 b323

IS_PLAYER_VEH_RADIO_ENABLE

BOOL AUDIO::IS_PLAYER_VEH_RADIO_ENABLE() // 0x5F43D83FD6738741 0x2A3E5E8B b323

SET_VEHICLE_RADIO_ENABLED

void AUDIO::SET_VEHICLE_RADIO_ENABLED(Vehicle vehicle, BOOL toggle) // 0x3B988190C0AA6C0B 0x6F812CAB b323
can't seem to enable radio on cop cars etc

_0xDA07819E452FFE8F

void AUDIO::_0xDA07819E452FFE8F(Any p0) // 0xDA07819E452FFE8F  b505

SET_CUSTOM_RADIO_TRACK_LIST

void AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(const char* radioStation, const char* trackListName, BOOL p2) // 0x4E404A9361F75BB2 0x128C3873 b323
Examples:

AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_TREVOR", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_SAVE_MICHAEL_TREVOR", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_06_COUNTRY", "MAGDEMO2_RADIO_DINGHY", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE", "SEA_RACE_RADIO_PLAYLIST", 1);
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);

CLEAR_CUSTOM_RADIO_TRACK_LIST

void AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST(const char* radioStation) // 0x1654F24A88A8E3FE 0x1D766976 b323
3 calls in the b617d scripts, removed duplicate.

AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE");
AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK");

GET_NUM_UNLOCKED_RADIO_STATIONS

int AUDIO::GET_NUM_UNLOCKED_RADIO_STATIONS() // 0xF1620ECB50E01DE7 0xCC91FCF5 b323

FIND_RADIO_STATION_INDEX

int AUDIO::FIND_RADIO_STATION_INDEX(int station) // 0x8D67489793FF428B 0xECA1512F b323

SET_RADIO_STATION_MUSIC_ONLY

void AUDIO::SET_RADIO_STATION_MUSIC_ONLY(const char* radioStation, BOOL toggle) // 0x774BD811F656A122 0xB1FF7137 b323
6 calls in the b617d scripts, removed identical lines:

AUDIO::SET_RADIO_STATION_MUSIC_ONLY("RADIO_01_CLASS_ROCK", 1);
AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 0);
AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 1);

SET_RADIO_FRONTEND_FADE_TIME

void AUDIO::SET_RADIO_FRONTEND_FADE_TIME(float fadeTime) // 0x2C96CDB04FCA358E 0xC8B514E2 b323

UNLOCK_RADIO_STATION_TRACK_LIST

void AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST(const char* radioStation, const char* trackListName) // 0x031ACB6ABA18C729 0xBE998184 b323
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");

_UPDATE_LSUR

void AUDIO::_UPDATE_LSUR(BOOL enableMixes) // 0x47AED84213A47510  b1493
Just a nullsub (i.e. does absolutely nothing) since build 1604.

_LOCK_RADIO_STATION

void AUDIO::_LOCK_RADIO_STATION(const char* radioStationName, BOOL toggle) // 0x477D9DB48F889591  b1493
Disables the radio station (hides it from the radio wheel).

_0xC64A06D939F826F5

BOOL AUDIO::_0xC64A06D939F826F5(float* p0, float* p1, int* p2) // 0xC64A06D939F826F5  b1493
GET_NE*
Gets values from the radio?

_GET_CURRENT_RADIO_STATION_HASH

int AUDIO::_GET_CURRENT_RADIO_STATION_HASH(const char* radioStationName) // 0x3E65CDE5215832C1  b1493
GET_CURRENT_*
Seems to return hashed radio station name?

_0x34D66BC058019CE0

Hash AUDIO::_0x34D66BC058019CE0(const char* radioStationName) // 0x34D66BC058019CE0  b1493
GET_CURRENT_*

_0xF3365489E0DD50F9

void AUDIO::_0xF3365489E0DD50F9(Vehicle vehicle, BOOL toggle) // 0xF3365489E0DD50F9 0x8AFC488D b323
SET_VEHICLE_*

SET_AMBIENT_ZONE_STATE

void AUDIO::SET_AMBIENT_ZONE_STATE(const char* zoneName, BOOL p1, BOOL p2) // 0xBDA07E5950085E46 0x2849CAC9 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

CLEAR_AMBIENT_ZONE_STATE

void AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, BOOL p1) // 0x218DD44AAAC964FF 0xCDFF3C82 b323
This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);

Still needs more research.

Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

SET_AMBIENT_ZONE_LIST_STATE

void AUDIO::SET_AMBIENT_ZONE_LIST_STATE(Any* p0, BOOL p1, BOOL p2) // 0x9748FA4DE50CCE3E 0xBF80B412 b323

CLEAR_AMBIENT_ZONE_LIST_STATE

void AUDIO::CLEAR_AMBIENT_ZONE_LIST_STATE(Any* p0, BOOL p1) // 0x120C48C614909FA4 0x38B9B8D4 b323

SET_AMBIENT_ZONE_STATE_PERSISTENT

void AUDIO::SET_AMBIENT_ZONE_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2) // 0x1D6650420CEC9D3B 0xC1FFB672 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT

void AUDIO::SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT(const char* ambientZone, BOOL p1, BOOL p2) // 0xF3638DAE8C4045E1 0x5F5A2605 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

IS_AMBIENT_ZONE_ENABLED

BOOL AUDIO::IS_AMBIENT_ZONE_ENABLED(const char* ambientZone) // 0x01E2817A479A7F9B 0xBFABD872 b323
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json

_0x5D2BFAAB8D956E0E

void AUDIO::_0x5D2BFAAB8D956E0E() // 0x5D2BFAAB8D956E0E  b573

SET_CUTSCENE_AUDIO_OVERRIDE

void AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE(const char* name) // 0x3B4BF5F0859204D9 0xCE1332B7 b323
All occurrences found in b617d, sorted alphabetically and identical lines removed: 

AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_AK");
AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_CUSTOM");
AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_TOOTHLESS");

_SET_VARIABLE_ON_CUTSCENE_AUDIO

void AUDIO::_SET_VARIABLE_ON_CUTSCENE_AUDIO(const char* variableName, float value) // 0xBCC29F935ED07688 0xD63CF33A b323
SET_VARIABLE_ON_*

PLAY_POLICE_REPORT

int AUDIO::PLAY_POLICE_REPORT(const char* name, float p1) // 0xDFEBD56D9BD1EB16 0x3F277B62 b323
Plays the given police radio message.

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr

_CANCEL_CURRENT_POLICE_REPORT

void AUDIO::_CANCEL_CURRENT_POLICE_REPORT() // 0xB4F90FAF7670B16F  b323

BLIP_SIREN

void AUDIO::BLIP_SIREN(Vehicle vehicle) // 0x1B9025BDA76822B6 0xC0EB6924 b323
Plays the siren sound of a vehicle which is otherwise activated when fastly double-pressing the horn key.
Only works on vehicles with a police siren.

OVERRIDE_VEH_HORN

void AUDIO::OVERRIDE_VEH_HORN(Vehicle vehicle, BOOL override, int hornHash) // 0x3CDC1E622CCE0356 0x2ACAB783 b323
Overrides the vehicle's horn hash.
When changing this hash on a vehicle, it will not return the 'overwritten' hash. It will still always return the default horn hash (same as GET_VEHICLE_DEFAULT_HORN)

vehicle - the vehicle whose horn should be overwritten
mute - p1 seems to be an option for muting the horn
p2 - maybe a horn id, since the function AUDIO::GET_VEHICLE_DEFAULT_HORN(veh) exists?

IS_HORN_ACTIVE

BOOL AUDIO::IS_HORN_ACTIVE(Vehicle vehicle) // 0x9D6BFC12B05C6121 0x20E2BDD0 b323
Checks whether the horn of a vehicle is currently played.

SET_AGGRESSIVE_HORNS

void AUDIO::SET_AGGRESSIVE_HORNS(BOOL toggle) // 0x395BF71085D1B1D9 0x01D6EABE b323
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.

_0x02E93C796ABD3A97

void AUDIO::_0x02E93C796ABD3A97(BOOL p0) // 0x02E93C796ABD3A97 0x3C395AEE b323
Does nothing (it's a nullsub).

_0x58BB377BEC7CD5F4

void AUDIO::_0x58BB377BEC7CD5F4(BOOL p0, BOOL p1) // 0x58BB377BEC7CD5F4 0x8CE63FA1 b323

_0x9BD7BD55E4533183

void AUDIO::_0x9BD7BD55E4533183(Any p0, Any p1, Any p2) // 0x9BD7BD55E4533183  b1290

IS_STREAM_PLAYING

BOOL AUDIO::IS_STREAM_PLAYING() // 0xD11FA52EB849D978 0xF1F51A14 b323

GET_STREAM_PLAY_TIME

int AUDIO::GET_STREAM_PLAY_TIME() // 0x4E72BBDBCA58A3DB 0xB4F0AD56 b323

LOAD_STREAM

BOOL AUDIO::LOAD_STREAM(const char* streamName, const char* soundSet) // 0x1F1F957154EC51DF 0x0D89599D b323
Example:
AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET");

All found occurrences in the b678d decompiled scripts: pastebin.com/3rma6w5w

Stream names often ends with "_MASTER", "_SMALL" or "_STREAM". Also "_IN", "_OUT" and numbers.   

soundSet is often set to 0 in the scripts. These are common to end the soundSets: "_SOUNDS", "_SOUNDSET" and numbers.

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

LOAD_STREAM_WITH_START_OFFSET

BOOL AUDIO::LOAD_STREAM_WITH_START_OFFSET(const char* streamName, int startOffset, const char* soundSet) // 0x59C16B79F53B3712 0xE5B5745C b323
Example:
AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS");

Only called a few times in the scripts.

Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json

PLAY_STREAM_FROM_PED

void AUDIO::PLAY_STREAM_FROM_PED(Ped ped) // 0x89049DD63C08B5D1 0xA1D7FABE b323

PLAY_STREAM_FROM_VEHICLE

void AUDIO::PLAY_STREAM_FROM_VEHICLE(Vehicle vehicle) // 0xB70374A758007DFA 0xF8E4BDA2 b323

PLAY_STREAM_FROM_OBJECT

void AUDIO::PLAY_STREAM_FROM_OBJECT(Object object) // 0xEBAA9B64D76356FD 0xC5266BF7 b323
Used with AUDIO::LOAD_STREAM

Example from finale_heist2b.c4:
TASK::TASK_SYNCHRONIZED_SCENE(l_4C8[2/*14*/], l_4C8[2/*14*/]._f7, l_30A, "push_out_vault_l", 4.0, -1.5, 5, 713, 4.0, 0);
                    PED::SET_SYNCHRONIZED_SCENE_PHASE(l_4C8[2/*14*/]._f7, 0.0);
                    PED::_2208438012482A1A(l_4C8[2/*14*/], 0, 0);
                    PED::SET_PED_COMBAT_ATTRIBUTES(l_4C8[2/*14*/], 38, 1);
                    PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_4C8[2/*14*/], 1);
                    if (AUDIO::LOAD_STREAM("Gold_Cart_Push_Anim_01", "BIG_SCORE_3B_SOUNDS")) {
                        AUDIO::PLAY_STREAM_FROM_OBJECT(l_36F[0/*1*/]);
                    }

PLAY_STREAM_FRONTEND

void AUDIO::PLAY_STREAM_FRONTEND() // 0x58FCE43488F9F5F4 0x2C2A16BC b323

PLAY_STREAM_FROM_POSITION

void AUDIO::PLAY_STREAM_FROM_POSITION(float x, float y, float z) // 0x21442F412E8DE56B 0x6FE5D865 b323

STOP_STREAM

void AUDIO::STOP_STREAM() // 0xA4718A1419D18151 0xD1E364DE b323

STOP_PED_SPEAKING

void AUDIO::STOP_PED_SPEAKING(Ped ped, BOOL shaking) // 0x9D64D7405520E3D3 0xFF92B49D b323

_0xF8AD2EED7C47E8FE

void AUDIO::_0xF8AD2EED7C47E8FE(Ped ped, BOOL p1, BOOL p2) // 0xF8AD2EED7C47E8FE  b1734
BL*

_0xAB6781A5F3101470

void AUDIO::_0xAB6781A5F3101470(Any p0, Any p1) // 0xAB6781A5F3101470  b1868

DISABLE_PED_PAIN_AUDIO

void AUDIO::DISABLE_PED_PAIN_AUDIO(Ped ped, BOOL toggle) // 0xA9A41C1E940FB0E8 0x3B8E2D5F b323

IS_AMBIENT_SPEECH_DISABLED

BOOL AUDIO::IS_AMBIENT_SPEECH_DISABLED(Ped ped) // 0x932C2D096A2C3FFF 0x109D1F89 b323
Common in the scripts:
AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());

_0xA8A7D434AFB4B97B

void AUDIO::_0xA8A7D434AFB4B97B(const char* p0, int p1) // 0xA8A7D434AFB4B97B  b1493

_0x2ACABED337622DF2

void AUDIO::_0x2ACABED337622DF2(const char* p0) // 0x2ACABED337622DF2  b1493

SET_SIREN_WITH_NO_DRIVER

void AUDIO::SET_SIREN_WITH_NO_DRIVER(Vehicle vehicle, BOOL toggle) // 0x1FEF0683B96EBCF2 0x77182D58 b323

_TRIGGER_SIREN

void AUDIO::_TRIGGER_SIREN(Vehicle vehicle) // 0x66C3FB05206041BA  b1290

_SOUND_VEHICLE_HORN_THIS_FRAME

void AUDIO::_SOUND_VEHICLE_HORN_THIS_FRAME(Vehicle vehicle) // 0x9C11908013EA4715 0xDE8BA3CD b323
SET_*

SET_HORN_ENABLED

void AUDIO::SET_HORN_ENABLED(Vehicle vehicle, BOOL toggle) // 0x76D683C108594D0E 0x6EB92D05 b323

SET_AUDIO_VEHICLE_PRIORITY

void AUDIO::SET_AUDIO_VEHICLE_PRIORITY(Vehicle vehicle, Any p1) // 0xE5564483E407F914 0x271A9766 b323

_0x9D3AF56E94C9AE98

void AUDIO::_0x9D3AF56E94C9AE98(Vehicle vehicle, float p1) // 0x9D3AF56E94C9AE98 0x2F0A16D1 b323
SET_H*

USE_SIREN_AS_HORN

void AUDIO::USE_SIREN_AS_HORN(Vehicle vehicle, BOOL toggle) // 0xFA932DE350266EF8 0xC6BC16F3 b323

_FORCE_VEHICLE_ENGINE_AUDIO

void AUDIO::_FORCE_VEHICLE_ENGINE_AUDIO(Vehicle vehicle, const char* audioName) // 0x4F0C413926060B38 0x33B0B007 b323
This native sets the audio of the specified vehicle to the audioName (p1).

Use the audioNameHash found in vehicles.meta

Example:
_SET_VEHICLE_AUDIO(veh, "ADDER");
The selected vehicle will now have the audio of the Adder.

FORCE_VEHICLE_???

_PRELOAD_VEHICLE_AUDIO

void AUDIO::_PRELOAD_VEHICLE_AUDIO(Hash vehicleModel) // 0xCA4CEA6AE0000A7E  b1180

_0xF1F8157B8C3F171C

void AUDIO::_0xF1F8157B8C3F171C(Vehicle vehicle, const char* p1, const char* p2) // 0xF1F8157B8C3F171C 0x1C0C5E4C b323
2 calls found in the b617d scripts:

AUDIO::_F1F8157B8C3F171C(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS");
AUDIO::_F1F8157B8C3F171C(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS");

_0xD2DCCD8E16E20997

void AUDIO::_0xD2DCCD8E16E20997(Any p0) // 0xD2DCCD8E16E20997  b323

_0x5DB8010EE71FDEF2

BOOL AUDIO::_0x5DB8010EE71FDEF2(Vehicle vehicle) // 0x5DB8010EE71FDEF2 0x6E660D3F b323

SET_VEHICLE_AUDIO_ENGINE_DAMAGE_FACTOR

void AUDIO::SET_VEHICLE_AUDIO_ENGINE_DAMAGE_FACTOR(Vehicle vehicle, float damageFactor) // 0x59E7B488451F4D3A 0x23BE6432 b323

SET_VEHICLE_AUDIO_BODY_DAMAGE_FACTOR

void AUDIO::SET_VEHICLE_AUDIO_BODY_DAMAGE_FACTOR(Vehicle vehicle, float p1) // 0x01BB4D577D38BD9E 0xE81FAC68 b323

_0x1C073274E065C6D2

void AUDIO::_0x1C073274E065C6D2(Vehicle vehicle, BOOL toggle) // 0x1C073274E065C6D2 0x9365E042 b323
ENABLE_VEHICLE_*

ENABLE_VEHICLE_EXHAUST_POPS

void AUDIO::ENABLE_VEHICLE_EXHAUST_POPS(Vehicle vehicle, BOOL toggle) // 0x2BE4BC731D039D5A 0x2A60A90E b323

SET_VEHICLE_BOOST_ACTIVE

void AUDIO::SET_VEHICLE_BOOST_ACTIVE(Vehicle vehicle, BOOL toggle) // 0x4A04DE7CAB2739A1 0x072F15F2 b323
SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0);
SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0); 

Will give a boost-soundeffect.

_0x6FDDAD856E36988A

void AUDIO::_0x6FDDAD856E36988A(Vehicle vehicle, BOOL toggle) // 0x6FDDAD856E36988A 0x934BE749 b323
SET_P*

SET_SCRIPT_UPDATE_DOOR_AUDIO

void AUDIO::SET_SCRIPT_UPDATE_DOOR_AUDIO(Hash doorHash, BOOL toggle) // 0x06C0023BED16DD6B 0xE61110A2 b323

PLAY_VEHICLE_DOOR_OPEN_SOUND

void AUDIO::PLAY_VEHICLE_DOOR_OPEN_SOUND(Vehicle vehicle, int doorIndex) // 0x3A539D52857EA82D 0x84930330 b323

PLAY_VEHICLE_DOOR_CLOSE_SOUND

void AUDIO::PLAY_VEHICLE_DOOR_CLOSE_SOUND(Vehicle vehicle, int doorIndex) // 0x62A456AA4769EF34 0xBA2CF407 b323

ENABLE_STALL_WARNING_SOUNDS

void AUDIO::ENABLE_STALL_WARNING_SOUNDS(Vehicle vehicle, BOOL toggle) // 0xC15907D667F7CFB2 0x563B635D b323
Works for planes only.

IS_GAME_IN_CONTROL_OF_MUSIC

BOOL AUDIO::IS_GAME_IN_CONTROL_OF_MUSIC() // 0x6D28DC1671E334FD 0x7643170D b323
Hardcoded to return 1

SET_GPS_ACTIVE

void AUDIO::SET_GPS_ACTIVE(BOOL active) // 0x3BD3F52BA9B1E4E8 0x0FC3379A b323

PLAY_MISSION_COMPLETE_AUDIO

void AUDIO::PLAY_MISSION_COMPLETE_AUDIO(const char* audioName) // 0xB138AAB8A70D3C69 0x3033EA1D b323
Called 38 times in the scripts. There are 5 different audioNames used.
 One unknown removed below.

AUDIO::PLAY_MISSION_COMPLETE_AUDIO("DEAD");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("FRANKLIN_BIG_01");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("GENERIC_FAILED");
AUDIO::PLAY_MISSION_COMPLETE_AUDIO("TREVOR_SMALL_01");

IS_MISSION_COMPLETE_PLAYING

BOOL AUDIO::IS_MISSION_COMPLETE_PLAYING() // 0x19A30C23F5827F8A 0x939982A1 b323

IS_MISSION_COMPLETE_READY_FOR_UI

BOOL AUDIO::IS_MISSION_COMPLETE_READY_FOR_UI() // 0x6F259F82D873B8B8 0xCBE09AEC b323

BLOCK_DEATH_JINGLE

void AUDIO::BLOCK_DEATH_JINGLE(BOOL toggle) // 0xF154B8D1775B2DEC 0xD2858D8A b323

START_AUDIO_SCENE

BOOL AUDIO::START_AUDIO_SCENE(const char* scene) // 0x013A80FC08F6E4F2 0xE48D757B b323
Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.

List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: pastebin.com/MtM9N9CC

STOP_AUDIO_SCENE

void AUDIO::STOP_AUDIO_SCENE(const char* scene) // 0xDFE8422B3B94E688 0xA08D8C58 b323

STOP_AUDIO_SCENES

void AUDIO::STOP_AUDIO_SCENES() // 0xBAC7FC81A75EC1A1 0xF6C7342A b323
??

IS_AUDIO_SCENE_ACTIVE

BOOL AUDIO::IS_AUDIO_SCENE_ACTIVE(const char* scene) // 0xB65B60556E2A9225 0xACBED05C b323

SET_AUDIO_SCENE_VARIABLE

void AUDIO::SET_AUDIO_SCENE_VARIABLE(const char* scene, const char* variable, float value) // 0xEF21A9EF089A2668 0x19BB3CE8 b323

SET_AUDIO_SCRIPT_CLEANUP_TIME

void AUDIO::SET_AUDIO_SCRIPT_CLEANUP_TIME(int time) // 0xA5F377B175A699C5 0xE812925D b323

ADD_ENTITY_TO_AUDIO_MIX_GROUP

void AUDIO::ADD_ENTITY_TO_AUDIO_MIX_GROUP(Entity entity, const char* groupName, float p2) // 0x153973AB99FE8980 0x2BC93264 b323
All found occurrences in b678d:
pastebin.com/ceu67jz8

REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP

void AUDIO::REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP(Entity entity, float p1) // 0x18EB48CFC41F2EA0 0x308ED0EC b323

AUDIO_IS_SCRIPTED_MUSIC_PLAYING

BOOL AUDIO::AUDIO_IS_SCRIPTED_MUSIC_PLAYING() // 0x845FFC3A4FEEFA3E 0x86E995D1 b323

_0x2DD39BF3E2F9C47F

Any AUDIO::_0x2DD39BF3E2F9C47F() // 0x2DD39BF3E2F9C47F  b463

PREPARE_MUSIC_EVENT

BOOL AUDIO::PREPARE_MUSIC_EVENT(const char* eventName) // 0x1E5185B72EF5158A 0x534A5C1C b323
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

CANCEL_MUSIC_EVENT

BOOL AUDIO::CANCEL_MUSIC_EVENT(const char* eventName) // 0x5B17A90291133DA5 0x89FF942D b323
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

TRIGGER_MUSIC_EVENT

BOOL AUDIO::TRIGGER_MUSIC_EVENT(const char* eventName) // 0x706D57B0F50DA710 0xB6094948 b323
List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W

All music event names found in the b617d scripts: pastebin.com/GnYt0R3P

IS_MUSIC_ONESHOT_PLAYING

BOOL AUDIO::IS_MUSIC_ONESHOT_PLAYING() // 0xA097AB275061FB21 0x2705C4D5 b323

GET_MUSIC_PLAYTIME

int AUDIO::GET_MUSIC_PLAYTIME() // 0xE7A0D23DC414507B 0xD633C809 b323

_0x159B7318403A1CD8

void AUDIO::_0x159B7318403A1CD8(Any p0) // 0x159B7318403A1CD8  b1103

RECORD_BROKEN_GLASS

void AUDIO::RECORD_BROKEN_GLASS(float x, float y, float z, float radius) // 0xFBE20329593DEC9D 0x53FC3FEC b323

CLEAR_ALL_BROKEN_GLASS

void AUDIO::CLEAR_ALL_BROKEN_GLASS() // 0xB32209EFFDC04913 0xE6B033BF b323

_0x70B8EC8FC108A634

void AUDIO::_0x70B8EC8FC108A634(BOOL p0, Any p1) // 0x70B8EC8FC108A634 0x95050CAD b323

_0x149AEE66F0CB3A99

void AUDIO::_0x149AEE66F0CB3A99(float p0, float p1) // 0x149AEE66F0CB3A99 0xE64F97A0 b323

_0x8BF907833BE275DE

void AUDIO::_0x8BF907833BE275DE(float p0, float p1) // 0x8BF907833BE275DE  b323

_0x062D5EAD4DA2FA6A

void AUDIO::_0x062D5EAD4DA2FA6A() // 0x062D5EAD4DA2FA6A 0xD87AF337 b323
FORCE_*

PREPARE_ALARM

BOOL AUDIO::PREPARE_ALARM(const char* alarmName) // 0x9D74AE343DB65533 0x084932E8 b323
Example:

bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");

START_ALARM

void AUDIO::START_ALARM(const char* alarmName, BOOL p2) // 0x0355EF116C4C97B2 0x703F524B b323
Example:

This will start the alarm at Fort Zancudo.

AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.

----------

It DOES make a difference but it has to do with the duration or something I dunno yet

----------

 Found in the b617d scripts:

 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0);
 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1);
 AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0);
 AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0);
 AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1);
 AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0);
 AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0);
 AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1);
 AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0);
 AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
 AUDIO::START_ALARM("PORT_OF_LS_HEIST_SHIP_ALARMS", 0);
 AUDIO::START_ALARM("PRISON_ALARMS", 0);
 AUDIO::START_ALARM("PROLOGUE_VAULT_ALARMS", 0);

STOP_ALARM

void AUDIO::STOP_ALARM(const char* alarmName, BOOL toggle) // 0xA1CADDCD98415A41 0xF987BE8C b323
Example:

This will stop the alarm at Fort Zancudo.

AUDIO::STOP_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) has to be true (1) to have any effect.

STOP_ALL_ALARMS

void AUDIO::STOP_ALL_ALARMS(BOOL stop) // 0x2F794A877ADD4C92 0xC3CB9DC6 b323

IS_ALARM_PLAYING

BOOL AUDIO::IS_ALARM_PLAYING(const char* alarmName) // 0x226435CB96CCFC8C 0x9D8E1D23 b323
Example:

bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");

GET_VEHICLE_DEFAULT_HORN

Hash AUDIO::GET_VEHICLE_DEFAULT_HORN(Vehicle vehicle) // 0x02165D55000219AC 0xE84ABC19 b323
Returns hash of default vehicle horn

Hash is stored in audVehicleAudioEntity

GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS

Hash AUDIO::GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS(Vehicle vehicle) // 0xACB5DCCA1EC76840 0xFD4B5B3B b323

RESET_PED_AUDIO_FLAGS

void AUDIO::RESET_PED_AUDIO_FLAGS(Ped ped) // 0xF54BB7B61036F335 0xDF720C86 b323

_SET_PED_AUDIO_FOOTSTEP_LOUD

void AUDIO::_SET_PED_AUDIO_FOOTSTEP_LOUD(Ped ped, BOOL toggle) // 0x0653B735BFBDFE87  b1493
Enables/disables ped's "loud" footstep sound.

_SET_PED_AUDIO_FOOTSTEP_QUIET

void AUDIO::_SET_PED_AUDIO_FOOTSTEP_QUIET(Ped ped, BOOL toggle) // 0x29DA3CA8D8B2692D  b1493
Enables/disables ped's "quiet" footstep sound.

OVERRIDE_PLAYER_GROUND_MATERIAL

void AUDIO::OVERRIDE_PLAYER_GROUND_MATERIAL(Hash hash, BOOL toggle) // 0xD2CC78CD3D0B50F9 0xC307D531 b323
Sets audio flag "OverridePlayerGroundMaterial"

_0xBF4DC1784BE94DFA

void AUDIO::_0xBF4DC1784BE94DFA(Ped ped, BOOL p1, Hash hash) // 0xBF4DC1784BE94DFA  b323
Something like UPDATE_PED_*

_OVERRIDE_MICROPHONE_SETTINGS

void AUDIO::_OVERRIDE_MICROPHONE_SETTINGS(Hash hash, BOOL toggle) // 0x75773E11BA459E90  b323
Sets audio flag "OverrideMicrophoneSettings"

FREEZE_MICROPHONE

void AUDIO::FREEZE_MICROPHONE() // 0xD57AAAE0E2214D11 0x2B9D91E8 b323

DISTANT_COP_CAR_SIRENS

void AUDIO::DISTANT_COP_CAR_SIRENS(BOOL value) // 0x552369F549563AD5 0x13EB5861 b323
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.