MPSE Wavelength

Fall 2026

Issue link: https://digital.copcomm.com/i/1546054

Contents of this Issue

Navigation

Page 13 of 127

12 M PS E . O R G ne of the biggest differences between working in linear media and working in games is that, in games, we never really know exactly how the audience is going to experience the work. Of course, linear work has its own complexities, especially when it comes to how a mix translates across different rooms and environments. But that is not quite what I am talking about here. In film and television, we are usually building sound on a fixed linear timeline. Every cut, camera move, line of dialogue, transition, and musical moment is tied to a sequence that has already been decided. That work is incredibly creative and complex, but the audio path through the story is generally already known. O THE EVOLVING CRAFT OF AUDIO GA M E AU D I O BY GARRETT MONTGOMERY MPSE

Articles in this issue

Archives of this issue

view archives of MPSE Wavelength - Fall 2026