Use this function to unpause audio playback on a specified device.
int SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
|a device opened by SDL_OpenAudioDevice()
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
This function unpauses audio processing for a given device that has previously been paused with SDL_PauseAudioDevice(). Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.
Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow. Unpausing an unpaused device is a legal no-op.
Physical devices can not be paused or unpaused, only logical devices created through SDL_OpenAudioDevice() can be.
It is safe to call this function from any thread.
This function is available since SDL 3.0.0.