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SDL_ResumeAudioDevice - Use this function to unpause audio playback on a specified device.

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.

See Also