SDL_ResumeAudioDevice - Use this function to unpause audio playback on a specified device.
Contents
Availability
This function is available since SDL 3.2.0.
Description
This function unpauses audio processing for a given device that has previously been paused with
SDL_PauseAudioDevice (). Once unpaused, any bound audio streams will begin to progress again, and audio
can be generated.
Unlike in SDL2, audio devices start in an _unpaused_ state, since an app has to bind a stream before any
audio will flow. Unpausing an unpaused device is a legal no-op.
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 ().
Header File
Defined in SDL3/SDL_audio.h
Name
SDL_ResumeAudioDevice - Use this function to unpause audio playback on a specified device.
Return Value
Returns true on success or false on failure; call
SDL_GetError () for more information.
See Also
•(3), SDL_AudioDevicePaused(3), •(3), SDL_PauseAudioDevice(3) Simple Directmedia Layer SDL 3.2.10 SDL_ResumeAudioDevice(3)
Synopsis
#include"SDL3/SDL.h"boolSDL_ResumeAudioDevice(SDL_AudioDeviceIDdevid);
Thread Safety
It is safe to call this function from any thread.
