|
Size: 1186
Comment:
|
Size: 956
Comment: Rewritten
|
| Deletions are marked like this. | Additions are marked like this. |
| Line 3: | Line 3: |
| ||<tablewidth="100%" style="color: #FF0000;" :> DRAFT|| | |
| Line 6: | Line 5: |
| Use this function to pause and unpause audio playback for the default audio device. | This function is a legacy means of unlocking the audio device. New programs might want to use [[SDL_UnlockAudioDevice]]() instead. |
| Line 21: | Line 20: |
| You can add your code example here | SDL_PauseAudio(1); // audio callback is stopped when this returns. SDL_Delay(5000); // audio device plays silence for 5 seconds SDL_PauseAudio(0); // audio callback starts running again. |
| Line 25: | Line 26: |
| This function pauses and unpauses the audio callback processing for the default audio device. It should be called with '''pause_on'''=0 after opening the default audio device to start playing sound. This is so you can safely initialize data for your callback function after opening the audio device. Silence will be written to the audio device during the pause. | This function is equivalent to calling |
| Line 27: | Line 28: |
| Use [[SDL_PauseAudioDevice]] to pause a non-default audio device. [[SDL_PauseAudio]]('''pause_on''') is equivalent to [[SDL_PauseAudioDevice]](1, '''pause_on'''). | {{{#!highlight cpp SDL_PauseAudioDevice(1, pause_on); }}} and is only useful if you used the legacy [[SDL_OpenAudio]]() function. |
| Line 30: | Line 35: |
| .[[SDL_GetAudioStatus]] * .[[SDL_OpenAudio]] * |
.[[SDL_GetAudioStatus]] |
SDL_PauseAudio
This function is a legacy means of unlocking the audio device. New programs might want to use SDL_UnlockAudioDevice() instead.
Syntax
void SDL_PauseAudio(int pause_on)
Function Parameters
pause_on |
non-zero to pause, 0 to unpause |
Code Examples
SDL_PauseAudio(1); // audio callback is stopped when this returns.
SDL_Delay(5000); // audio device plays silence for 5 seconds
SDL_PauseAudio(0); // audio callback starts running again.
Remarks
This function is equivalent to calling
SDL_PauseAudioDevice(1, pause_on);
and is only useful if you used the legacy SDL_OpenAudio() function.
