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iOS dictation disrupting mobileSoundOnChannel

Posted: Fri Apr 11, 2025 5:51 pm
by Aduro91
Hey all,

I now have an issue with the iOS speech-to-text feature stopping the sound I'm playing on a channel through mobilePlaySoundOnChannel.

I would like the sound to play again after this feature has been used. It DOES replay when I create a mobilecontrol player, but I can't use this method because I can't seem to control the volume on this form of player.

I've tried using mobileSoundChannelStatus() to continuously check whether sound is playing on the channel but strangely enough, after the sound is stopped by the dictation function, it still seem to think it is "playing".

I think that is the fundamental issue I'm now facing. If the status isn't changing but the sound is actually stopped, then I'm not sure how I can code it to return.

Any help would be appreciated,
Cheers!

Re: iOS dictation disrupting mobileSoundOnChannel

Posted: Sat Apr 12, 2025 12:04 pm
by Klaus
Hm, since you are using an OS feature, which does not inform your LC app what it is currently doing, I'm afraid you are out of luck.
Someone correct me if possible!

FYI: I created a feature request for: mobilecontrolset "playername", "volume"
Or whatever syntax they will use for the implementation.
https://quality.livecode.com/show_bug.cgi?id=24678

Re: iOS dictation disrupting mobileSoundOnChannel

Posted: Tue Apr 15, 2025 5:32 pm
by Aduro91
Klaus wrote:
Sat Apr 12, 2025 12:04 pm
Hm, since you are using an OS feature, which does not inform your LC app what it is currently doing, I'm afraid you are out of luck.
Someone correct me if possible!

FYI: I created a feature request for: mobilecontrolset "playername", "volume"
Or whatever syntax they will use for the implementation.
https://quality.livecode.com/show_bug.cgi?id=24678
There may be a way to correct it, by having it check for instant entry of a word, which would only happen with dictation. Could be wrong but I'll try that.

Thanks for requesting that command, would be helpful!