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SDL_PauseAudioDevice(3) SDL3 FUNCTIONS SDL_PauseAudioDevice(3)

NAME

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

SYNOPSIS

#include "SDL3/SDL.h"
int SDL_PauseAudioDevice(SDL_AudioDeviceID dev);

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

a device opened by SDL_OpenAudioDevice ()

RETURN VALUE

Returns 0 on success or a negative error code on failure; call

SDL_GetError () for more information.

THREAD SAFETY

It is safe to call this function from any thread.

AVAILABILITY

This function is available since SDL 3.0.0.

SEE ALSO

SDL_ResumeAudioDevice(3), SDL_AudioDevicePaused(3)

SDL 3.1.0 SDL