Use this function to pause audio playback on the audio device associated with an audio stream.
Defined in <SDL3/SDL_audio.h>
SDL_bool SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
SDL_AudioStream * | stream | the audio stream associated with the audio device to pause. |
(SDL_bool) Returns SDL_TRUE on success or SDL_FALSE 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.
It is safe to call this function from any thread.
This function is available since SDL 3.0.0.