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SDL_PauseAudioDevice - Use this function to pause audio playback on a specified device.

Availability

       This function is available since SDL 3.2.0.

Description

       This  function pauses audio processing for a given device. Any bound audio streams will not progress, and
       no audio will be generated. Pausing one device does not prevent other unpaused devices from running.

       Unlike in SDL2, audio devices start in an _unpaused_ state, since an app has to bind a stream before  any
       audio will flow. Pausing a paused device is a legal no-op.

       Pausing  a  device can be useful to halt all audio without unbinding all the audio streams. This might be
       useful while a game is paused, or a level is loading, etc.

       Physical  devices  can  not   be   paused   or   unpaused,   only   logical   devices   created   through
       SDL_OpenAudioDevice() can be.

Function Parameters

devid  a device opened by SDL_OpenAudioDevice().

Name

       SDL_PauseAudioDevice - Use this function to pause audio playback on a specified device.

Return Value

       for more information.

See Also

SDL_ResumeAudioDevice(3), SDL_AudioDevicePaused(3)

Simple Directmedia Layer                           SDL 3.2.20                            SDL_PauseAudioDevice(3)

Synopsis

#include<SDL3/SDL_audio.h>boolSDL_PauseAudioDevice(SDL_AudioDeviceIDdevid);

Thread Safety

       It is safe to call this function from any thread.

See Also