As Gregory says, Apple’s "Using Swift with Cocoa and Objective-C” is your go-to 
reference here. In a nutshell, you have 2 challenges: (1) accessing your 
Objective-C code from Swift and (2) translating calls to that code to Swift 
syntax.

For (1) you just need to set up an Objective-C bridging header in your Swift 
project, and then import your Obj-C headers there. Note when you import Obj-C 
files into a Swift project Xcode will offer to create the bridging-header for 
you - which simplifies things considerably.

For (2) you might also want to have a look at the EZAudio project on Github. 
That framework is written on top of Core Audio and most of the sample projects 
are in Objective-C, but the author recently added a sample Swift project to aid 
in exactly the sort of integration you’re looking to do (basically: making 
Swift calls to a C-based API). Translating something like a passed **float 
parameter into Swift is not necessarily immediately obvious, so you might find 
his example helpful. 

Best,
Abel

MOJO LAMA
iOS Development, Audio Tools & Sound Vibrations
www.mojolama.com

> On Sep 15, 2015, at 3:00 PM, [email protected] wrote:
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> Today's Topics:
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>   1. A Design question, using swift and objective-c (Rajesh Murugesan)
>   2. Re: A Design question, using swift and objective-c
>      (Gregory Wieber)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Mon, 14 Sep 2015 16:14:45 -0400
> From: Rajesh Murugesan <[email protected]>
> To: [email protected]
> Subject: A Design question, using swift and objective-c
> Message-ID:
>       <CAPayDN5_W4enkmjUDSXYFHtHn46SunNMriDKzErFi5FXfKp=v...@mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
> 
> 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?
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> ------------------------------
> 
> Message: 2
> Date: Mon, 14 Sep 2015 13:44:55 -0700
> From: Gregory Wieber <[email protected]>
> To: Rajesh Murugesan <[email protected]>
> Cc: [email protected]
> Subject: Re: A Design question, using swift and objective-c
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=us-ascii
> 
> 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?
>> 
>> 
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