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Can you try pauseFor in the latest version and see if it has resolved the issue? Are you playing an initialization sound on iOS? That can cause a delay.
I've just committed a change that significantly speeds up iOS listen start. It may cause a problem if the input device changes during use. For example if you went from the internal mike to a headset. This requires further testing. If you have a chance to try it please let me know.
there is a delay of split seconds in IOS when we start listening how can that be handled and sometimes pauseFor doesnt work properly in IOS
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