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The simplest way, assuming you have a bare bones component/entity/system architecture, is to create a Audio system and an AudioComponent. The AudioComponent would contain a reference (maybe just a string) to some audio and a corresponding "state" flag. As with other systems, the Audio system would scan entities, extract those that have an audio component and ...


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This is a very broad question. Honestly, I would need some idea of how you set it up so far and a more specific idea of what you hope to accomplish in order to answer. My best idea at the moment is create a base sound component with some way to retrieve sound information (virtual sound_data getSound() =0; as an example method). The constructer would add it ...



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