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2014 AES Convention: shrinking opportunities in music audio

Checking the website for the Audio Engineering Society (AES) convention in Los Angeles, I took note of the swipes promoting the event. Each heading was framed as follows: If it’s about ____________, it’s at AES. The slide show contained nine headings that are to be a part of the upcoming convention (in no particular order because you start at whatever point in the slide show you happened to log-in to the site).

  • Archiving & Restoration
  • Networked Audio
  • Broadcast & Streaming
  • Product Design
  • Recording
  • Project Studios
  • Sound for Picture
  • Live Sound
  • Game Sound

The list was interesting to me on many levels, but one significant one that struck me immediately was the absence of mixing and mastering (my main areas of work in audio). A relatively short time ago almost half of these categories did not exist. There was no streaming, no project studios, no networked audio and no game sound. So what is the state of affairs for the young audio engineering student or practitioner?

Yamaha M7CL digital live sound mixing console left half angled
Yamaha M7CL digital live sound mixing console left half angled. CC0 via Wikimedia Commons

Interestingly, of the four new fields mentioned, three of them represent diminished opportunities in the field of music recording, with one a singular beacon of hope.

Streaming audio represents the brave new world of audio delivery systems. As these services continue to capture more of the consumer market share they continue to diminish artists ability to earn a decent living (or pay an accomplished audio engineer). A friend of mine with 3 CD releases recently got his Spotify statement and saw that he had more that 60,000 streams of his music. His check was for $17. CDs don’t pay as well as vinyl records used to, downloads don’t pay as well as CDs, and streaming doesn’t pay as well as downloads (not to mention “file-sharing” which doesn’t pay anything). Sure, there may be jobs at Pandora and Spotify for a few engineers helping with the infrastructure of audio streaming, but generally streaming is another brick in the wall that is restricting audio jobs by shrinking the earning capacity of recording artists.

Project studios now dominate most recording projects outside the reasonably well-funded major label records and even most of that work is done in project studios (though they might be quite elaborate facilities). Project studios rarely have spots for interns or assistant engineers so they provide no entree positions for those trying to come up in the engineering ranks. Not only does that limit the available sources of income, but it also prevents the kind of mentoring that actually trains young engineers in the fine points of running sessions. Of course, almost no project studios provide regular, dependable work or with any kind of benefits.

Networked audio systems provide new, faster, and more elaborate connectivity of audio using digital technology. While there may be opportunities in the tech realm for engineers designing and building digital audio networks there is, once again, a shrinking of opportunities for those aspiring to making commercial music recordings. In many instances, these networking systems allow fewer people to do more—a boon only to a small number of audio engineers working with music recordings who can now do remote recordings without having to be present and without having to employ local recording engineers and studios to complete projects with musicians in other locations.

The one bright spot here is Game Sound. The explosive world of video games is providing many good jobs for audio engineers who want to record music. These recordings have become more interesting, higher quality, and featuring more prominent and talented composers and musicians than virtually any other area of music production. The only reservation here is that the music is intended as secondary to the game play (of course) and there is a preponderance of violent video games and therefore musical styles that tend to fit well into a violent atmosphere. However, this is changing with a much broader array of game types achieving new levels of popularity (Mindcraft!).

I do not fault AES for pointing to these areas of interest for audio engineers (other than the apparent absence of mixing and mastering). These are the places where significant activity, development, and change are occurring. They’re just not very encouraging for those of us who became audio engineers because of our deep love of music and our desire to be engaged in its production.

 Headline Image: Sound Mixing via CC0 Public Domain via Pixabay

Recent Comments

  1. Brian Schmidt

    Thanks for a really nice article!

    My one small gripe would be the characterization of game audio. Violent games are actually quite a small percentage of the overall game market. Games these days require a huge range of musical styles from epic to “super cutesy” and everything in between.

    But certainly thank you for calling game audio a ‘beacon of hope!”

    Also, with the rise of project studios, might there not be an opportunity for an experienced mix/audio engineer for remote mixing/mastering services? I know of a few game composers who create pure virtual compositions, but send them to to have them professionally mixed.

    Brian Schmidt
    Executive Director. http://www.GameSoundCon.com

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