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| Year | # of jobs | % of population |
|---|---|---|
| 2021 | 1,277 | 0.00% |
| 2020 | 1,285 | 0.00% |
| 2019 | 1,524 | 0.00% |
| 2018 | 1,598 | 0.00% |
| 2017 | 1,581 | 0.00% |
| Year | Avg. salary | Hourly rate | % Change |
|---|---|---|---|
| 2025 | $81,185 | $39.03 | --2.2% |
| 2024 | $83,035 | $39.92 | +4.5% |
| 2023 | $79,471 | $38.21 | --6.1% |
| 2022 | $84,659 | $40.70 | +4.0% |
| 2021 | $81,428 | $39.15 | +0.7% |
| Rank | State | Population | # of jobs | Employment/ 1000ppl |
|---|---|---|---|---|
| 1 | District of Columbia | 693,972 | 173 | 25% |
| 2 | Virginia | 8,470,020 | 523 | 6% |
| 3 | Delaware | 961,939 | 62 | 6% |
| 4 | Maryland | 6,052,177 | 277 | 5% |
| 5 | Washington | 7,405,743 | 305 | 4% |
| 6 | Colorado | 5,607,154 | 229 | 4% |
| 7 | Oregon | 4,142,776 | 159 | 4% |
| 8 | California | 39,536,653 | 1,274 | 3% |
| 9 | Massachusetts | 6,859,819 | 226 | 3% |
| 10 | Utah | 3,101,833 | 89 | 3% |
| 11 | New Hampshire | 1,342,795 | 34 | 3% |
| 12 | Vermont | 623,657 | 18 | 3% |
| 13 | Wyoming | 579,315 | 15 | 3% |
| 14 | New York | 19,849,399 | 338 | 2% |
| 15 | Illinois | 12,802,023 | 251 | 2% |
| 16 | North Carolina | 10,273,419 | 195 | 2% |
| 17 | Arizona | 7,016,270 | 171 | 2% |
| 18 | Michigan | 9,962,311 | 154 | 2% |
| 19 | Minnesota | 5,576,606 | 111 | 2% |
| 20 | Idaho | 1,716,943 | 26 | 2% |

Audio Engineering Society

Audio Engineering Society
Ian Corbett: Companies are not the only end goal - many audio professionals work for themselves. The current situation is accelerating already developing trends in some areas of the industry. TV, film, video games, and podcasting are showing significant growth, and pre-pandemic (and hopefully post-pandemic), there was a demand for technical positions in live sound and corporate production, such as system, communications, and RF techs. Coding, digital signal processing, and sound design are in-demand skills sought after by product developers, the gaming and online streaming parts of the industry, and especially companies who are having to adjust to developing paradigms.
Ian Corbett: This is an ever-developing situation. As some cities become expensive, some companies relocate to cities with cheaper costs of living. It is important for the job-seeker to balance how they want to live and what they want to do. Los Angeles and New York offer a lot of opportunity generally, but with increased competition and increased cost of living. For gaming, cities like Austin and Baltimore have growing creative communities, in addition to the coasts. Various geographic regions offer their own opportunities, just different ones - for example, most cities have regional arts and theater opportunities, and it's possible to make a great living in many larger cities doing audio-visual and corporate audio work.
Ian Corbett: Audio educators and Audio Engineering Society members who were asked felt overall demand will stay about the same; however, the areas of the industry grads will enter will change. Audio-for-video, podcasting, game audio, audio-books, DSP and coding opportunities, and equipment design and manufacture (for certain sectors) are growing. Working from home is increasing, so a well-designed home facility and reliable internet are essential. Post-pandemic, the live event industry is expected to recover but incorporate new hybrid delivery technologies and workflows. So maybe companies' roles within the industry will shift slightly, and required multi-tasking and cross-specialty skills will need to include these new technologies. Audio professionals have to remain students for life to stay abreast of technological change and adapt to market demand - membership in the Audio Engineering Society is a particularly good avenue for continuing education.