sdlPauseAudioDevice function

bool sdlPauseAudioDevice(
  1. int dev
)

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

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.

\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_ResumeAudioDevice \sa SDL_AudioDevicePaused

extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev)

Implementation

bool sdlPauseAudioDevice(int dev) {
  final sdlPauseAudioDeviceLookupFunction =
      libSdl3.lookupFunction<Uint8 Function(Uint32 dev), int Function(int dev)>(
          'SDL_PauseAudioDevice');
  return sdlPauseAudioDeviceLookupFunction(dev) == 1;
}