}
+void SoundPause(void)
+{
+ if (soundInitialized)
+ SDL_PauseAudioDevice(device, 1);
+}
+
+
+void SoundResume(void)
+{
+ if (soundInitialized)
+ SDL_PauseAudioDevice(device, 0);
+}
+
+
//
// Sound card callback handler
//
// Let's try using a mutex for shared resource consumption...
//Actually, I think Lock/UnlockAudio() does this already...
-WriteLog("SDLSoundCallback: soundBufferPos = %i\n", soundBufferPos);
+//WriteLog("SDLSoundCallback: soundBufferPos = %i\n", soundBufferPos);
SDL_mutexP(mutex2);
// Recast this as a 16-bit type...