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Actually that is easy to achive. If you have a collision create a new entity with position component (for posional sound) and a collision component (maybe with the force as data). No write a CollisionSoundSystem which deals with that new entity. Ah and I suggest a decay component and a decay system to get ride of the collision entity in under a second. Maybe you have an EffectSystem as well for some nice hit effects. I would not mix it too much with traditional OO practice, at least not on the same abstraction level. I ES you have solve things in a different way than in traditional way of programming. Think in therms of an ES. regards