flutter tts is not working in real device - flutter

i am using flutter tts in my app to translate text to speech and it was working well in emulator but when i run my app in real device . It's not working .Please someone tell me what the hell is happening . why it is working well in emulator but not in real device . Also there is no exception occuring while running app in real device but still not playing.

please try to run your flutter app on different android devices and test. some devices not supported text to speech and some gets supported. i have gone through it, so i tested it in different android devices.

Related

can i create android and ios applications with flutter without android emulator , with just flutter sdk and vscode and browser

I learned dart and I want to access flutter, but I was surprised by android studio because my computer is weak.so,can i create android and apple applications with flutter without android emulator , with just flutter pack and vs code and browser
If you only work with simple UI widgets yes you can use the embedded development tools within the browser to get the dimensions of the device you working on like so
But, most of the cases there are libraries work differently according to the platform so it might work with the web but not with android or iphone and you can not test it without the actual device.
And yes VS code is a very good with flutter and might be better than android studio but it won`t make the difference you expected, in my opinion what make it faster is to use an actual device for testing and not using the emulator, also don't use a lot of application along side with the IDE, like if you are using spotify, listening to youtube video or following a tutorial just use your phone because browsers as bad as emulator.
You can use a text editor and the command line tools to build flutter apps and test them on a real device.
I wouldn't recommend it though.
You could give VSCode a try as it is a more lightweight environment.
Your computer should handle testing on a real device, which requires only a USB cable. Accessing the application in the browser would probably eat a lot more memory. You can read about how to use the real device with flutter here.

Android Launch screen take more time than a native one for Flutter

I'm new to Flutter, and I noticed that the launch screen for Android take more time than usual for a native app, I followed the instructions here
But for IOS, everything is working fine.
Is there a way to make the launch time for Android faster?
Thanks!
Flutter is a Cross Platform. When ever you to compare with Native then it always slower than Native Apps. Both Android and IOS handling and Behaviour are different so that why you got different for Lunching time..

Flutter : agora rtc engine make the app crash in the another device

I want to add agora_rtc_engine plugin into my app , but I'm facing a problem with it . When i debugging the app on real device it is working and when i installing it on another device it doesn't work and show me that on the device screen
agora video call flutter keep stopping
I'm using the agora quick start example https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart
can any one know the wrong with it ?
It happens to me when I rewrite code or copy lib. But when I download examples like this one https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart everything works.
Temporary you can build your project on this one, just changing name and reinstalling it on your phone.

Using IOS device to develop an Android game

as the title described my issue , my question seems to be dumb a little ; But because I don't own an Android device , But I published Android Apps using Genymotion Emulators. And I tried to download Unity Remote App on my Emulator but it does not work that well.
So my question here is : Can I use my iPhone device to test and develop the game that will be published to android users?
Yes, it is possible to do that since the Input methods being touches do not differ. The only thing you have to keep in mind is the wide range of resolutions used by android devices.
You can use can use your iphone for testing but jusst for the logic. The performance and resolutions are very different for android. Also if there is any platform specefic code you have written in unity then you have to take care of that.
Besides using your iPhone you can generate an APK from unity and install it on the android emulators to test.

PhoneGap's vibrate() and beep() functions break in iPhone, Android emulators

I have a PhoneGap app that I'm testing on webOS, Android, and iPhone. I'm using physical devices as well as emulators (the ones that come with their respective SDKs, not the PhoneGap emulator).
Part of the code uses the navigator.notification.vibrate() and navigator.notification.beep() functions.
All the physical devices I'm using either perform the behavior or ignore it if they're not capable (e.g., the iPod can't vibrate). However, the emulators behave differently.
The Android emulator kills the app whenever the beep() function is called. The iPhone emulator causes the app to hang whenever the vibrate() function is called.
Is there any way to get the emulators to ignore those function calls when they are unable to execute them? That is, is there a way to get them to degrade gracefully so I can test the app both places without having to modify the code specifically for the emulators?
I don't think this is an issue with the emulators. I can use both vibration and audio alerts in my native applications. These both function fine in the emulator. I think it the problem is how PhoneGap is handling these functions in native code. Are you suggesting that these functions work on the device but not the emulator?