# SDL_PauseAudioStreamDevice

Use this function to pause audio playback on the audio device associated with an audio stream.

## Header File

Defined in [<SDL3/SDL_audio.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_audio.h)

## Syntax

```c
bool SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
```

## Function Parameters

|                                      |            |                                                             |
| ------------------------------------ | ---------- | ----------------------------------------------------------- |
| [SDL_AudioStream](SDL_AudioStream) * | **stream** | the audio stream associated with the audio device to pause. |

## Return Value

(bool) Returns true on success or false on failure; call
[SDL_GetError](SDL_GetError)() for more information.

## Remarks

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.

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.

## Thread Safety

It is safe to call this function from any thread.

## Version

This function is available since SDL 3.2.0.

## See Also

- [SDL_ResumeAudioStreamDevice](SDL_ResumeAudioStreamDevice)

----
[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryAudio](CategoryAudio)

