Check out the sample code from this year's WWDC sessions on Core Audio which show a combination of the two (three if you count C++) languages.
As far as the general combination of the two languages, search Apple's site for "Using Swift with Cocoa and Objective-C" which contains an in depth look at interoperability Sent from my iPhone > On Sep 14, 2015, at 1:14 PM, Rajesh Murugesan <[email protected]> wrote: > > Hi All, > I am just starting to get into Core Audio. Especially using sf2 > font's and audio units. I have seen a few examples in objective-c. > > My question is, I will be developing a game in swift using spritekit. I would > rather have the midi logic in objective-c. So How do I go about combining > both? > > From what I understand 1) There is a mix and match feature > 2) Then there is a guideline of > converting common objective-c code to swift > > Has anyone in this forum used any of the techniques? if you did, did you run > into problems? any resources that has an example with core audio? > > If anything, would be designing the game in swift and keeping core audio in > objective-c a good design? are there better approaches? > > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Coreaudio-api mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/coreaudio-api/gregorywieber%40gmail.com > > This email sent to [email protected] _______________________________________________ Do not post admin requests to the list. They will be ignored. Coreaudio-api mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/coreaudio-api/archive%40mail-archive.com This email sent to [email protected]
