Oops, forgot to include the list. Excuse the second message Waverly.

---------- Forwarded message ----------
From: Daniel Hams <[email protected]>
Date: Mon, Jul 20, 2015 at 4:05 PM
Subject: Re: Swift and CoreAudio
To: Waverly Edwards <[email protected]>


> Could it be because of documentation, lack of Swift-CoreAudio examples, 
> translation of existing programs is challenging, the evolving nature of the 
> language or maybe a combination of the above?

My personal avoidance of Swift for CoreAudio is based on the
understanding that you'll be okay using it for things like off-line
sound processing and/or setting up your data structures - but there
are invariably parts of any audio processing system that have to be
written in a real time manner.

Unless something has changed recently, I believe that Swift suffers
the same predictability issues vis-a-vis real time that Obj-C has.

By real time I mean avoiding mutexes and blocking system calls on the
real time hot audio path - and I don't believe that Obj-C/Swift has
any of those guarantees. (e.g. as a rule I like to avoid malloc/free
on the hot path - does Obj-C/Swift guarantee that?).

It's possible you could get by using the higher level primitives that
hide the actual audio callbacks from you like audio file playing - but
for anything deeper than that you're pretty much still in the realm of
C / C++.

D
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