SDL_AudioStreamDevicePaused(3)

πŸ’– SDL_AudioStreamDevicePaused(3) πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today we're checking in on an audio device like the nosy supportive friend we are πŸŽ€


✨ NAME ✨

SDL_AudioStreamDevicePaused β€” use this function to query if an audio device associated with a stream is paused.

like. is it napping. is it awake. we're finding out πŸ¦‹


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_audio.h>

bool SDL_AudioStreamDevicePaused(SDL_AudioStream *stream);

πŸ’… DESCRIPTION πŸ’…

So here's the tea: unlike in SDL2, audio devices start in an unpaused state. Why? Because an app has to bind a stream before any audio will actually flow. no stream bound, no vibes coming out, periodt. πŸ”₯


🫢 FUNCTION PARAMETERS 🫢

  • stream β€” the audio stream associated with the audio device you wanna query. that's the one we're checking on πŸ’œ

⭐ RETURN VALUE ⭐

Returns true if the device is valid and paused, false otherwise.

so basically: true = it's paused and everything's chill, false = either it's not paused or the device isn't valid, iykyk 😭


🧚 THREAD SAFETY 🧚

It is safe to call this function from any thread. go off, multithreaded queen πŸ‘‘


🌈 AVAILABILITY 🌈

This function is available since SDL 3.2.0. iconic behavior fr fr ✨


πŸ“ SEE ALSO πŸ“


lowkey the whole pause/resume trio is a package deal, go read the other two bestie πŸŽ€

and that's the whole page!! brought to you by Simple Directmedia Layer, version SDL 3.4.18 β€” mwah, drink some water, bind your streams, and I'll see you in the next manpage πŸ’–πŸ’…πŸ¦‹

πŸ“¦ where this page comes from