sdlPauseAudioStreamDevice function

bool sdlPauseAudioStreamDevice(
  1. Pointer<SdlAudioStream> stream
)

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;
}