# Introduction to SDL_mixer with Xcode The easiest way to use SDL_mixer is to include it along with SDL as subprojects in your project. We'll start by creating a simple project to build and run [hello.c](hello.c) - Create a new project in Xcode, using the App template and selecting Objective C as the language - Remove the .h and .m files that were automatically added to the project - Remove the main storyboard that was automatically added to the project - On iOS projects, select the project, select the main target, select the Info tab, look for "Custom iOS Target Properties", and remove "Main storyboard base file name" and "Application Scene Manifest" - Right click the project and select "Add Files to [project]", navigate to the SDL_mixer docs directory and add the file hello.c - Right click the project and select "Add Files to [project]", navigate to the SDL Xcode/SDL directory and add SDL.xcodeproj - Right click the project and select "Add Files to [project]", navigate to the SDL_mixer Xcode directory and add SDL_mixer.xcodeproj - Select the project, select the main target, select the General tab, look for "Frameworks, Libaries, and Embedded Content", and add SDL3.framework and SDL3_mixer.framework - Build and run! Support for GME, Ogg, Opus, Wavepack, and XMP are not included by default because of the size of the decode libraries, but you can get them by running external/download.sh and editing the config at the top of the Xcode project to enable them. You will need to include the appropriate framework in your application.