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(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)


Use this function to pause audio playback on the audio device associated with an audio stream.

Header File

Defined in <SDL3/SDL_audio.h>


int SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);

Function Parameters

SDL_AudioStream * stream the audio stream associated with the audio device to pause.

Return Value

(int) Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.


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.

Thread Safety

It is safe to call this function from any thread.


This function is available since SDL 3.0.0.

See Also

CategoryAPI, CategoryAPIFunction, CategoryAudio

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