# iOS SFSpeechRecognizer stops FMOD playing

**URL:** https://qa.fmod.com/t/ios-sfspeechrecognizer-stops-fmod-playing/14699
**Category:** Unreal Engine
**Created:** [May 21, 2019, 8:34am UTC](https://qa.fmod.com/t/ios-sfspeechrecognizer-stops-fmod-playing/14699 "2019-05-21T08:34:29Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![jof4002](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jof4002/32/385_2.png) [@jof4002](https://qa.fmod.com/u/jof4002)
#### Post date: [May 21, 2019, 8:34am UTC](https://qa.fmod.com/t/ios-sfspeechrecognizer-stops-fmod-playing/14699/1 "2019-05-21T08:34:29Z")

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Hello,

My team wanted a function speeches to text for chat.  
So I implemented an unreal plugin by referring [https://github.com/bpolania/Speech-Recognition](https://github.com/bpolania/Speech-Recognition) and [https://qiita.com/ryohorie/items/1e3b9cd78be752ae9cdd](https://qiita.com/ryohorie/items/1e3b9cd78be752ae9cdd)

But when I initialize function, fmod stops playing.  
Until relaunch the game or open and close the iOS Control Center.

Can you help me to keep the sound from stopping?

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<div class="post-metadata">

### Author: ![jof4002](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jof4002/32/385_2.png) [@jof4002](https://qa.fmod.com/u/jof4002)
#### Post date: [May 23, 2019, 2:24am UTC](https://qa.fmod.com/t/ios-sfspeechrecognizer-stops-fmod-playing/14699/2 "2019-05-23T02:24:51Z")

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UE4 already has FIOSPlatformMisc::EnableVoiceChat( bool ) .  
This function set [[AVAudioSession sharedInstance] setCategory …] properly.
