PROOF-OF-CONCEPT: TAAE on Mac OS X + iOS + Swift + SpriteKit, all in one.  I got rid of the AVAudioSession stub class I'd been using.  I got rid of dependency on macros in the pch file.  I've made the inputAudioProducer compile on the Mac OSX target as well, however it's untested.  Recording and/or saving audio has not been tested on Mac OS X.  Basic playback and audio filtering seems to be working on iOS 7.1+ and Mac OS X 10.9.
PROOF-OF-CONCEPT: TAAE on Mac OS X + iOS + Swift + SpriteKit, all in one.  I got rid of the AVAudioSession stub class I'd been using.  I got rid of dependency on macros in the pch file.  I've made the inputAudioProducer compile on the Mac OSX target as well, however it's untested.  Recording and/or saving audio has not been tested on Mac OS X.  Basic playback and audio filtering seems to be working on iOS 7.1+ and Mac OS X 10.9.