Use this function to pause audio playback on a specified device.
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.
Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
has to bind a stream before any audio will flow. Pausing a paused device is
a legal no-op.
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.
Physical devices can not be paused or unpaused, only logical devices
created through SDL_OpenAudioDevice() can be.
Use this function to pause audio playback on a specified device.
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.
Unlike in SDL2, audio devices start in an _unpaused_ state, since an app has to bind a stream before any audio will flow. Pausing a paused device is a legal no-op.
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.
Physical devices can not be paused or unpaused, only logical devices created through SDL_OpenAudioDevice() can be.