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SDL_PauseAudioStreamDevice - Use this function to pause audio playback on the audio device associated

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.

       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.

Function Parameters

stream the audio stream associated with the audio device to pause.

Header File

       Defined in SDL3/SDL_audio.h

Name

       SDL_PauseAudioStreamDevice  -  Use  this  function to pause audio playback on the audio device associated
       with an audio stream.

Return Value

       Returns true on success or false on failure; call

       SDL_GetError () for more information.

See Also

(3), SDL_ResumeAudioStreamDevice(3)

Simple Directmedia Layer                           SDL 3.2.10                      SDL_PauseAudioStreamDevice(3)

Synopsis

#include"SDL3/SDL.h"boolSDL_PauseAudioStreamDevice(SDL_AudioStream*stream);

Thread Safety

       It is safe to call this function from any thread.

See Also