Provided by: libsdl3-doc_3.2.8+ds-1_all bug

NAME

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

HEADER FILE

       Defined in SDL3/SDL_audio.h

SYNOPSIS

       #include "SDL3/SDL.h"

       bool SDL_PauseAudioDevice(SDL_AudioDeviceID devid);

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

       devid  a device opened by SDL_OpenAudioDevice ().

RETURN VALUE

       Returns true on success or false 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 3.2.0.

SEE ALSO

       (3), SDL_ResumeAudioDevice(3), (3), SDL_AudioDevicePaused(3)

Simple Directmedia Layer                            SDL 3.2.8                            SDL_PauseAudioDevice(3)