###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_PauseAudioDevice Use this function to pause audio playback on a specified device. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_audio.h) ## Syntax ```c bool SDL_PauseAudioDevice(SDL_AudioDeviceID dev); ``` ## Function Parameters | | | | | -------------------------------------- | ------- | ---------------------------------------------------------------- | | [SDL_AudioDeviceID](SDL_AudioDeviceID) | **dev** | a device opened by [SDL_OpenAudioDevice](SDL_OpenAudioDevice)(). | ## Return Value (bool) Returns true on success or false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks 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](SDL_OpenAudioDevice)() can be. ## Thread Safety It is safe to call this function from any thread. ## Version This function is available since SDL 3.1.3. ## See Also - [SDL_ResumeAudioDevice](SDL_ResumeAudioDevice) - [SDL_AudioDevicePaused](SDL_AudioDevicePaused) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryAudio](CategoryAudio)