func (id AudioDeviceID) PauseAudio(p bool) { var cp C.int if p { cp = 1 } C.SDL_PauseAudioDevice(C.SDL_AudioDeviceID(id), cp) }
func (id AudioDeviceID) c() C.SDL_AudioDeviceID { return C.SDL_AudioDeviceID(id) }
func UnlockAudioDevice(dev AudioDeviceID) { C.SDL_UnlockAudioDevice(C.SDL_AudioDeviceID(int(dev))) }
func LockAudioDevice(dev AudioDeviceID) { C.SDL_LockAudioDevice(C.SDL_AudioDeviceID(int(dev))) }
func PauseAudioDevice(dev AudioDeviceID, pause_on bool) { C.SDL_PauseAudioDevice(C.SDL_AudioDeviceID(int(dev)), C.int(bool2int(pause_on))) }
func GetAudioDeviceStatus(dev AudioDeviceID) int { return int(C.SDL_GetAudioDeviceStatus(C.SDL_AudioDeviceID(int(dev)))) }
func (dev AudioDeviceID) Close() { C.SDL_CloseAudioDevice(C.SDL_AudioDeviceID(dev)) }
func (dev AudioDeviceID) Unlock() { C.SDL_UnlockAudioDevice(C.SDL_AudioDeviceID(dev)) }
func (dev AudioDeviceID) Lock() { C.SDL_LockAudioDevice(C.SDL_AudioDeviceID(dev)) }
func (id AudioDeviceID) GetStatus() AudioStatus { return AudioStatus(C.SDL_GetAudioDeviceStatus(C.SDL_AudioDeviceID(id))) }