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