SDL_PauseAudioStreamDevice(3)

πŸ’– SDL_PauseAudioStreamDevice πŸ’–

okay bestie, gather round, because this one is a SDL3 FUNCTIONS banger and it's literally just "make the noise stop" but, like, the polite way. it's SDL_PauseAudioStreamDevice(3) and she is lowkey iconic. πŸŽ€


✨ NAME ✨

SDL_PauseAudioStreamDevice β€” the function you call to pause audio playback on the audio device that's associated with an audio stream. that's it. that's the whole vibe. πŸ¦‹


✨ SYNOPSIS ✨

#include <SDL3/SDL_audio.h>

bool SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);

look at her. one header, one function, one pointer, one bool. so clean. so demure. πŸ’…


✨ DESCRIPTION ✨

so what's actually happening here? this function pauses audio processing for a given device. any bound audio streams are not gonna progress, and no audio will be generated. like, zero. silence. nada. πŸ”‡

but β€” and this is the important part, don't skip it β€” pausing one device does not prevent other unpaused devices from running. they're all just out here living their lives, unbothered. main character energy for real. πŸ‘‘

and why would you even wanna do this? because pausing a device is genuinely useful when you want to halt all the audio without going through the whole ordeal of unbinding every single audio stream. think: game is paused, a level is loading, whatever. instead of ripping all your streams apart, you just... pause. chef's kiss. 😌✨


✨ FUNCTION PARAMETERS ✨

  • stream β€” the audio stream that's associated with the audio device you wanna pause. hand her over, she's going to sleep. 😴

✨ RETURN VALUE ✨

returns true on success or false on failure. and if it fails, bestie, do not just sit there guessing β€” call SDL_GetError() for more information. she will tell you what went wrong. 🫢


✨ THREAD SAFETY ✨

it is safe to call this function from any thread. yes, any. go off, multithreaded queen. πŸ”₯


✨ AVAILABILITY ✨

this function has been available since SDL 3.2.0. so if you're on something older... ma'am. upgrade. πŸ’€


✨ SEE ALSO ✨


no cap: if you pause it, you're gonna need the resume function eventually. don't leave your audio hanging. πŸ“

and that's the tea, bestie πŸ§šπŸ’œ this lil page came to you from the good people at Simple Directmedia Layer, running the SDL 3.4.18 era, and yes it's still rocking the SDL_PauseAudioStreamDevice(3) name. stan. βœ¨πŸŒˆπŸ‘‘

πŸ“¦ where this page comes from