Not exact matches
Opportunities include augmenting studio time for
sound design, music recording,
mixing, or remixing the film in Dolby
Atmos.
Swiss Army Man was one of two recent films to win the Dolby Family
Sound Fellowship (Hunt for the Wilderpeople is the other), an award that provides Sundance - bound filmmakers a chance to do their final
mix in
Atmos.
(Color, widescreen); editor, Chris Plummer; music, Marius de Vries; feature animation, Industrial Light & Magic; animation supervisor, Kim Ooi;
sound designer (Dolby
Atmos), E.J. Holowicki; supervising
sound editor, Steve Slanec; re-recording
mixers, Tom Johnson, Juan Peralta; senior visual effects supervisor, Tony Plett; visual effects supervisor, Nigel Sumner; senior animation producer, Jacqui Lopez; casting, David Rubin, Richard Hicks, Lindsay Perlman.
The Dolby fellowship allowed the film's team to augment the
sound design and to
mix the film in Dolby
Atmos ®.
Sound designer and
mixer Zach Seivers said,» [Dolby]
Atmos has really allowed us to elevate our work.
In these videos, the
sound mixers and colorist tell how Dolby
Atmos ® and Dolby Vision ™ helped add power and atmosphere.
Braveheart has always delivered a great
sound experience on disc, but
Atmos experiences manages to notch things up a hair with an absolutely thrilling
mix.
Mix and output to a multichannel - speaker setup when you work in a Dolby Atmos room, and have that translate into a great - sounding headphone m
Mix and output to a multichannel - speaker setup when you work in a Dolby
Atmos room, and have that translate into a great -
sounding headphone
mixmix.
Rerecording
mixer Mike Hedges, a two - time Academy Award ® winner for his
mixes on Peter Jackson's films King Kong and The Lord of the Rings: Return of the King, explained, «The benefits of Dolby
Atmos are that it allows you to place
sounds wherever you like.
Camera (Technicolor, Panavision widescreen, Arri Alexa digital), Trent Opaloch; editors, Jeffrey Ford, Matthew Schmidt; music, Henry Jackman; music supervisor, Dave Jordan; production designer, Owen Paterson; supervising art director, Greg Berry; art directors, David E. Scott, Greg Hooper; set decorator, Ronald R. Reiss; costume designer, Judianna Makovsky;
sound (Dolby
Atmos / Dolby Digital), Manfred Banach; supervising
sound editors, Shannon Mills, Daniel Laurie;
sound designers, David C. Hughes, Nia Hansen; re-recording
mixers, Tom Johnson, Juan Peralta; visual effects supervisor, Dan Deleeuw; head of visual development, Ryan Meinerding; visual effects and animation, Industrial Light & Magic, Method Studios; visual effects, Trixter Film, Rise Visual Effects Studios, Double Negative, Luma Pictures, Lola VFX, Cinesite, Cantina, Sarofsky, Animal Logic, Crafty Apes, Image Engine Design, Technicolor VFX, Capital T, Exceptional Minds; stunt coordinator, Spiro Razatos; stunt and fight coordinator, Sam Hargrave; supervising stunt coordinators, Doug Coleman, Mickey Giacomazzi; 3D stereoscopic supervisor, Evan Jacobs; 3D stereoscopic producer, Jon Goldsmith; 3D conversion, Stereo D, Prime Focus; associate producers, Trinh Tran, Ari Costa; assistant director, Lars P. Winther; second unit directors, Razatos, David Leitch, Chad Stahelski, Darrin Prescott; casting, Sarah Halley Finn.
Camera (color, widescreen), Jo Willems; editor, Alan Edward Bell; music, James Newton Howard; music supervisor, Alexandra Patsavas; production designer, Philip Messina; supervising art director, John Collins; art directors, Robert Fechtman, Adam Davis; set decorator, Larry Dias; costume designer, Trish Summerville;
sound (Dolby
Atmos / Datasat), Mark Weingarten; supervising
sound editors / re-recording
mixers, Skip Lievsay, Jeremy Peirson;
sound designer, Peirson; visual effects supervisor, Janek Sirrs; visual effects producer, Mitchell Ferm; visual effects, Double Negative, Weta Digital, Method Studios, Rodeo FX, Fuel VFX, Hybride; special effects coordinator, Steve Cremin; supervising stunt coordinator, Chad Stahelski; stunt coordinator, Sam Hargrave; assistant director, Aldric La'auli Porter; second unit director, Chad Stahelski; second unit camera, Robby Baumgartner; casting, Debra Zane.
Camera (3D, Deluxe color, widescreen), Lula Carvalho; editor, Bob Ducsay, Jim May, Debra Neil - Fisher; music, Steve Jablonsky; production designer, Martin Laing; art director, Miguel Lopez - Castillo; set decorator, Debra Schutt; costume designer, Sarah Edwards;
sound (Datasat / Dolby
Atmos), Tom Nelson, Peter Fonda; supervising
sound editors, Jason W. Jennings, Nancy Nugent Title; re-recording
mixers, Terry Porter, Anna Behlmer; special effects supervisor, J.D. Schwalm; visual effects supervisor, Pablo Helman; visual effects producers, Crystal Dowd, Susan Greenhow; visual effects, Industrial Light & Magic, Ghost VFX, Atomic Fiction, Base FX, Whiskytree Inc., Animatrik, FX3X, Virtuos, Bot VFX, Shade VFX, Lola VFX; stunt coordinators, Spiro Razatos, Jonathan Eusebio; fight coordinator, Jon Valera; associate producer, Lori Scowley, Basil Bryant Grillo, Bret Rowe, Marc Pappalardo; assistant director, Alexander H. Gayner; second unit director, Razatos; second unit camera, Jacques Haitkin; casting, Lisa Fields.
For the first time, Dolby
Atmos introduces a hybrid approach to
mixing and directs
sound as dynamic objects that envelop the listener, in combination with channels for playback.
Audio-wise, the new English Dolby
Atmos mix is quite good and represents a major upgrade over the original Blu - ray edition's uncompressed PCM 5.1
sound.
This isn't an aggressive
sound mix by any means, but the TrueHD audio was already excellent and the
Atmos adds just that much more precision and immersiveness.
In the Spring 2017 Windows 10 Creators Update, both Xbox and Windows added support for platform - level spatialized
sound: within a single content and programming pipeline, support for both speaker and headphone outputs, for multiple formats (including Dolby
Atmos and Windows Sonic for Headphones), and for both channel - and object - based
mixes, all enabled for millions of consumers.
Atmos and DTS: X surround soundbars are here to stay, and their effective
mix of virtual and physical surround
sound dispersion can make for a powerful cinematic experience.
The production services firm expands its
sound capabilities with a Minkler - designed Dolby
Atmos mixing room as it moves toward a merger with IgnitedSpaces.
Unlike Dolby
Atmos and DTS: X, which are object - based, Auro - 3D remains a channel - based immersive audio format, which
mixes sounds into specific audio channels.
Utilizing
Atmos, content creators like
sound mixers, cinematographers and broadcasters can place specific
sounds precisely in the soundscape, so you can hear the action as it was intended.
Two things make
Atmos different: Object - based
sound mixing, and
sound coming from speakers placed above you.
Because the object - based audio
mix is delivered to home theaters, Dolby
Atmos has the ability to adapt to extremely diverse speaker setups, from
sound bars to systems with five speakers on the floor and two speakers producing overhead
sound to Dolby
Atmos supersystems with 24 speakers on the floor and 10 overhead speakers.
Because Dolby
Atmos is an object - based
sound format, when creating a soundtrack to a film,
sound mixers are able to specify the exact place they want the
sounds to be, as opposed to «left - channel» or «right rear - channel» of 5.1 surround soundtracks.
Dolby
Atmos — and its DTS counterpart DTS: X — represents a revolutionary cinema technology that not only frees
sound mixers from the rigid restraints of traditional surround
sound mixing, but also adds height speakers to engulf listeners in a hemispheric globe of
sound.
The application will then produce surround
sound, and Dolby
Atmos will
mix it to stereo
sound for your headset.
Object - based methods like Dolby
Atmos add height into the
mix via either ceiling - mounted or upward - firing speakers, allowing
sound to come from above or below you as well.
It can inject Dolby
Atmos spatial
sound into your PC and console audio
mix with the headphones that you already own.
He told Tech Radar that systems such as Dolby
Atmos not only change the way films are experienced, but fundamentally alter the way
sound designers think about
mixing movies.
In the Tab 2 it's a headphone - only system that mimics a surround
sound experience, assuming the source material has been
mixed in
Atmos.
This audio is then
mixed together for any
Atmos surround -
sound setup in your home at the AV receiver or on your smartphone's processor, while still reproducing the
sound accuracy you would hear in the cinema.
All we know for now is two things; it will support Dolby
Atmos and MPEG - H (another 3D audio standard), it will up -
mix surround
sound content, and it already
sounds excellent.
Unlike a surround
sound setup, in which
sounds come from a limited number of channels broadcast through speakers arranged around a room,
Atmos broadcasts each object of
sound (such as a glass hitting the ground or a person shouting) to a specific place in the room, as designated by the engineers who
mixed the soundtrack.
Ribbons of crystal clear treble alongside well - defined mids and ample bass are delivered within a fluid and dynamic pinwheel of hemispheric
sound when handling
Atmos and DTS: X
mixes from your favorite movies and TV series.