SDL_AudioDevicePaused(3)

πŸ’– NAME πŸ’–

SDL_AudioDevicePaused β€” bestie, this is the lil function you call when you wanna know if an audio device is paused or not. That's it, that's the whole job. πŸŽ€


✨ SYNOPSIS ✨

#include <SDL3/SDL_audio.h>

bool SDL_AudioDevicePaused(SDL_AudioDeviceID devid);

one include, one function, zero drama. πŸ¦‹


🌸 DESCRIPTION 🌸

okay so first thing first, and this is the part that trips people up: unlike in SDL2, audio devices start out in an _unpaused_ state. and honestly? that makes sense, because an app has to bind a stream before any audio will even flow at all. no stream, no sound, no pause needed. periodt. πŸ’…

now, the tea β˜• β€” physical devices can NOT be paused or unpaused. only logical devices that you created through SDL_OpenAudioDevice() can be. so if you hand this function a physical device ID, or honestly just a completely invalid one, it's gonna report itself as unpaused here. not paused. unpaused. it's giving "nothing to see here." πŸ™ˆ


πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • devid β€” a device opened by SDL_OpenAudioDevice(). that's the only kind of device that's gonna give you real answers, iykyk. 🫢

⭐ RETURN VALUE ⭐

returns true if the device is valid and paused, and false otherwise. that's the whole vibe check. 🌈


🧚 THREAD SAFETY 🧚

it is safe to call this function from any thread. go off, main character energy, no locks required. πŸ‘‘


🌟 AVAILABILITY 🌟

this function has been available since SDL 3.2.0. so if you're on anything older, bestie, this one's not in your toolbox yet. πŸ’œ


πŸ’œ SEE ALSO πŸ’œ

the pause and resume girlies, obviously. they're the ones actually doing the pausing, this function just tells you what's up. πŸ’–


and that's the whole page, no cap! ✨ this lil masterpiece lives in the Simple Directmedia Layer, SDL 3.4.18 edition, dated SDL_AudioDevicePaused(3). go pause something (logically, bestie, only logical devices) πŸŽ€πŸ’…πŸ¦‹

πŸ“¦ where this page comes from