Use this function to unpause audio playback on a specified device.
This function unpauses audio processing for a given device that has
previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
bound audio streams will begin to progress again, and audio can be
generated.
Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
has to bind a stream before any audio will flow. Unpausing an unpaused
device is a legal no-op.
Physical devices can not be paused or unpaused, only logical devices
created through SDL_OpenAudioDevice() can be.
Use this function to unpause audio playback on a specified device.
This function unpauses audio processing for a given device that has previously been paused with SDL_PauseAudioDevice(). Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.
Unlike in SDL2, audio devices start in an _unpaused_ state, since an app has to bind a stream before any audio will flow. Unpausing an unpaused device is a legal no-op.
Physical devices can not be paused or unpaused, only logical devices created through SDL_OpenAudioDevice() can be.