sdlPauseAudioStreamDevice function
Use this function to pause audio playback on the audio device associated with an audio stream.
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.
\param stream the audio stream associated with the audio device to pause. \returns true on success or false on failure; call SDL_GetError() for more information.
\threadsafety It is safe to call this function from any thread.
\since This function is available since SDL 3.1.3.
\sa SDL_ResumeAudioStreamDevice
extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream)
Implementation
bool sdlPauseAudioStreamDevice(Pointer<SdlAudioStream> stream) {
final sdlPauseAudioStreamDeviceLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlAudioStream> stream),
int Function(
Pointer<SdlAudioStream> stream)>('SDL_PauseAudioStreamDevice');
return sdlPauseAudioStreamDeviceLookupFunction(stream) == 1;
}