###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_PauseAudioStreamDevice Use this function to pause audio playback on the audio device associated with an audio stream. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_audio.h) ## Syntax ```c SDL_bool SDL_PauseAudioStreamDevice(SDL_AudioStream *stream); ``` ## Function Parameters | | | | | ------------------------------------ | ---------- | ----------------------------------------------------------- | | [SDL_AudioStream](SDL_AudioStream) * | **stream** | the audio stream associated with the audio device to pause. | ## Return Value ([SDL_bool](SDL_bool)) Returns [SDL_TRUE](SDL_TRUE) on success or [SDL_FALSE](SDL_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. 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. ## Version This function is available since SDL 3.0.0. ## See Also - [SDL_ResumeAudioStreamDevice](SDL_ResumeAudioStreamDevice) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryAudio](CategoryAudio)