<!--
{
  "availability" : [
    "iOS: 8.0.0 -",
    "iPadOS: 8.0.0 -",
    "macCatalyst: 13.1.0 -",
    "macOS: 10.10.0 -",
    "tvOS: 9.0.0 -",
    "visionOS: 1.0.0 -",
    "watchOS: 2.0.0 -"
  ],
  "documentType" : "symbol",
  "framework" : "AVFAudio",
  "identifier" : "/documentation/AVFAudio/AVAudioEngine/pause()",
  "metadataVersion" : "0.1.0",
  "role" : "Instance Method",
  "symbol" : {
    "kind" : "Instance Method",
    "modules" : [
      "AVFAudio"
    ],
    "preciseIdentifier" : "c:objc(cs)AVAudioEngine(im)pause"
  },
  "title" : "pause()"
}
-->

# pause()

Pauses the audio engine.

```
func pause()
```

## Discussion

This method stops the audio engine and the audio hardware, but doesn’t deallocate the resources for the [`prepare()`](/documentation/AVFAudio/AVAudioEngine/prepare()) method. When your app doesn’t need to play audio, consider pausing or stopping the engine to minimize power consumption.

You resume the audio engine by invoking [`start()`](/documentation/AVFAudio/AVAudioEngine/start()).

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)