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		<title>Pocketsphinx disables vibrate? &#8211; Politepix</title>
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					<guid>/forums/topic/pocketsphinx-disables-vibrate/#post-11636</guid>
					<title><![CDATA[Pocketsphinx disables vibrate?]]></title>
					<link>/forums/topic/pocketsphinx-disables-vibrate/#post-11636</link>
					<pubDate>Thu, 18 Oct 2012 10:19:02 +0000</pubDate>
					<dc:creator>n0r_ka</dc:creator>

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						<p>I have a problem&#8230; I&#8217;m using AudioServicesPlaySystemSound(kSystemSoundID_Vibrate) to make the phone vibrate, but when Pocketsphinx is starting up and starts to calibrate it disables it somehow. That wouldn&#8217;t be that much of a problem, but if I turn of the recognition (stopListening) it doesn&#8217;t enable the vibration again. </p>
<p>Is that the way it&#8217;s meant to be, or is it a bug? Or am I doing something wrong?</p>
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					<guid>/forums/topic/pocketsphinx-disables-vibrate/#post-11638</guid>
					<title><![CDATA[Reply To: Pocketsphinx disables vibrate?]]></title>
					<link>/forums/topic/pocketsphinx-disables-vibrate/#post-11638</link>
					<pubDate>Thu, 18 Oct 2012 10:39:34 +0000</pubDate>
					<dc:creator>Halle Winkler</dc:creator>

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						<p>The audio session that is required for an app that plays back and records audio disables system sounds, unfortunately. You can try enabling OpenEars&#8217; AudioSessionManager&#8217;s soundMixing property as described in this thread: <a href="/forums/topic/flitecontroller-pauses-music/">/forums/topic/flitecontroller-pauses-music/</a></p>
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