Use this function to play audio on a specified device.
int SDL_PlayAudioDevice(SDL_AudioDeviceID dev);
dev | a device opened by SDL_OpenAudioDevice() |
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Newly-opened audio devices start in the paused state, so you must call this function after opening the specified audio device to start playing sound. This allows you to safely initialize data for your callback function after opening the audio device. Silence will be written to the audio device while paused, and the audio callback is guaranteed to not be called. Pausing one device does not prevent other unpaused devices from running their callbacks.
This function is available since SDL 3.0.0.