Closed mattmattkim closed 11 months ago
I had put a print statement in _calculateWaveSamples and this was the source of the unresponsiveness. That said, Xcode still complains with the first error message, which feels like crucial? Unfortunately I'm unfamiliar with native iOS.
I had put a print statement in _calculateWaveSamples and this was the source of the unresponsiveness. That said, Xcode still complains with the first error message, which feels like crucial? Unfortunately I'm unfamiliar with native iOS.
As far as I understand Apple's documentation startRunning
is a blocking call and should therefore rather be dispatched asynchronously or executed on another thread instead of executing it synchronously on the main thread. It should have no further effect once recording started.
That said, the only notable effect of not executing it asynchronously might be a split-second freeze of your app when you start recording.
I'm not exactly sure how well the iOS backend is implemented, or how Flutter interfaces with the native platform. The starting of an audio stream should happen asynchronously already in theory. If you have the feeling this is not the case, feel free to reopen.
Firstly, thanks for putting this package together!
I'm new to Flutter development. I'm trying to run the example app on my device and it seems to work but the UI is unresponsive. I noticed the following logs on Xcode:
and
My flutter version: