Searched refs:paused (Results 1 – 10 of 10) sorted by relevance
154 if (SDL_AtomicGet(&audioDevice->paused)) { in ANDROIDAUDIO_PauseDevices()160 SDL_AtomicSet(&audioDevice->paused, 1); in ANDROIDAUDIO_PauseDevices()167 if (SDL_AtomicGet(&captureDevice->paused)) { in ANDROIDAUDIO_PauseDevices()173 SDL_AtomicSet(&captureDevice->paused, 1); in ANDROIDAUDIO_PauseDevices()187 SDL_AtomicSet(&audioDevice->paused, 0); in ANDROIDAUDIO_ResumeDevices()196 SDL_AtomicSet(&captureDevice->paused, 0); in ANDROIDAUDIO_ResumeDevices()
149 int paused = 0; variable205 paused = !paused; in loop()221 if (!paused) { in loop()
735 if (SDL_AtomicGet(&device->paused)) { in SDL_RunAudio()822 if (SDL_AtomicGet(&device->paused)) { in SDL_CaptureAudio()878 if (!SDL_AtomicGet(&device->paused)) { in SDL_CaptureAudio()886 if (!SDL_AtomicGet(&device->paused)) { in SDL_CaptureAudio()1122 SDL_AtomicSet(&device->paused, 1); in close_audio_device()1339 SDL_AtomicSet(&device->paused, 1); in open_audio_device()1514 if (SDL_AtomicGet(&device->paused)) { in SDL_GetAudioDeviceStatus()1536 SDL_AtomicSet(&device->paused, pause_on ? 1 : 0); in SDL_PauseAudioDevice()
149 SDL_atomic_t paused; member
56 if (!SDL_AtomicGet(&_this->enabled) || SDL_AtomicGet(&_this->paused)) { in nacl_audio_callback()
59 if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) { in HandleAudioProcess()97 if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) { in HandleCaptureProcess()
54 if (!SDL_AtomicGet(&audio->enabled) || SDL_AtomicGet(&audio->paused)) { in FillSound()
521 if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {522 /* Supply silence if audio is not enabled or paused */596 …if (!SDL_AtomicGet(&this->paused) && SDL_AtomicGet(&this->enabled) && !SDL_AtomicGet(&this->paused…712 SDL_AtomicSet(&this->paused, 1);
112 /* You will get this when your app is paused and iOS wants more memory.
197 the event loop will block itself when the app is paused (ie, when the user
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