sdlResumeAudioDevice function

bool sdlResumeAudioDevice(
  1. int dev
)

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

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.

\param dev a device opened by SDL_OpenAudioDevice(). \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_AudioDevicePaused \sa SDL_PauseAudioDevice

extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev)

Implementation

bool sdlResumeAudioDevice(int dev) {
  final sdlResumeAudioDeviceLookupFunction =
      libSdl3.lookupFunction<Uint8 Function(Uint32 dev), int Function(int dev)>(
          'SDL_ResumeAudioDevice');
  return sdlResumeAudioDeviceLookupFunction(dev) == 1;
}