Is Objective C fast enough for DSP/audio programming
Real Time Rendering
Definitely Not. The Objective-C runtime and its libraries are simply not designed for the demands of real time audio rendering. The fact is, it's virtually impossible to guarantee that using ObjC runtime or libraries such as Foundation (or even CoreFoundation) will not result your renderer missing its deadline.
The common case is a lock -- even a simple heap allocation (malloc
, new
/new[]
, [[NSObject alloc] init]
) will likely require a lock.
To use ObjC is to utilize libraries and a runtime which assume locks are acceptable at any point within their execution. The lock can suspend execution of your render thread (e.g. during your render callback) while waiting to acquire the lock. Then you can miss your render deadline because your render thread is held up, ultimately resulting in dropouts/glitches.
Ask a pro audio plugin developer: they will tell you that blocking within the realtime render domain is forbidden. You cannot e.g. run to the filesystem or create heap allocations because you have no practical upper bound regarding the time it will take to finish.
Here's a nice introduction: http://www.rossbencina.com/code/real-time-audio-programming-101-time-waits-for-nothing
Offline Rendering
Yes, it would be acceptably fast in most scenarios for high level messaging. At the lower levels, I recommend against using ObjC because it would be wasteful -- it could take many, many times longer to render if ObjC messaging used at that level (compared to a C or C++ implementation).
See also: Will my iPhone app take a performance hit if I use Objective-C for low level code?