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	<title>Designing Sound &#187; 7.1</title>
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	<description>The Art and Technique of Sound Design</description>
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		<title>Creating An Immersive Experience</title>
		<link>http://designingsound.org/2011/09/creating-an-immersive-expereince/</link>
		<comments>http://designingsound.org/2011/09/creating-an-immersive-expereince/#comments</comments>
		<pubDate>Tue, 20 Sep 2011 19:06:29 +0000</pubDate>
		<dc:creator>Varun Nair</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[5.1]]></category>
		<category><![CDATA[7.1]]></category>
		<category><![CDATA[craig henighan]]></category>
		<category><![CDATA[dolby]]></category>
		<category><![CDATA[Final Destination 5]]></category>
		<category><![CDATA[Fright Night]]></category>
		<category><![CDATA[Mike Minkler]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[Real Steel]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[Steve Pederson]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=11048</guid>
		<description><![CDATA[The August issue of &#8216;Post Magazine&#8217; has an article about mixing to create an immersive experience &#8211; both in 7.1 and 5.1. It features interviews with Craig Henighan for &#8216;Real Steel&#8217; (he also talks about crowd and robot design), Mike Minkler for &#8216;Fright Night&#8217; (the remake) and Steve Pederson for &#8216;Final Destination 5&#8242; (mixed in 5.1 &#8230; <a class="btn read-more" href="http://designingsound.org/2011/09/creating-an-immersive-expereince/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>The August issue of &#8216;Post Magazine&#8217; has an article about mixing to create an immersive experience &#8211; both in 7.1 and 5.1. It features interviews with Craig Henighan for &#8216;Real Steel&#8217; (he also talks about crowd and robot design), Mike Minkler for &#8216;Fright Night&#8217; (the remake) and Steve Pederson for &#8216;Final Destination 5&#8242; (mixed in 5.1 and his thoughts on not using 7.1 and how it might have benefitted).</p>
<p><a rel="attachment wp-att-11049" href="http://designingsound.org/2011/09/creating-an-immersive-expereince/dolby_surround_7_1/"><img class="aligncenter size-medium wp-image-11049" src="http://designingsound.org/files/2011/09/DOLBY_Surround_7_1-645x162.jpg" alt="" width="645" height="162" /></a></p>
<blockquote><p>Even	though	home	enter tainment	equipment has become more sophisticated, experiencing a movie in the the- ater is still unsurpassed. With the increase of digital cinemas, a greater offering of IMAX films, the improvement of 3D technology and the growing popularity of the 7.1 format, theaters are able to offer the audience a movie experience like no other.</p>
<p>According to Robin Selden, senior VP, marketing at Dolby, Dolby Surround 7.1 is one of the fastest growing cinema audio formats in the history of their company.Their 7.1 format consists of eight chan- nels in the layout: Left, Center, Right, Low-Frequency Effects (LFE), Left Surround, Right Sur- round, Back Surround Left and Back Surround Right.With the addition of two surround speak- ers, mixers are able to more accurately pinpoint where a sound is placed.They also enhance the spatiality of the sound.</p></blockquote>
<p>Continue reading <a href="http://digital.copcomm.com/issue/40055/25" target="_blank">here</a>.</p>
<p>/via <a href="http://twitter.com/lydrummet" target="_blank">@lydrummet</a></p>
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		<title>Dolby Video Interviews: Gary Rydstrom, Tom Myers, Jeff Haboush, Erik Aadahl</title>
		<link>http://designingsound.org/2011/04/dolby-video-interviews-gary-rydstrom-tom-myers-jeff-haboush-erik-aadahl/</link>
		<comments>http://designingsound.org/2011/04/dolby-video-interviews-gary-rydstrom-tom-myers-jeff-haboush-erik-aadahl/#comments</comments>
		<pubDate>Mon, 04 Apr 2011 18:43:00 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[7.1]]></category>
		<category><![CDATA[backdraft]]></category>
		<category><![CDATA[cinema]]></category>
		<category><![CDATA[dolby]]></category>
		<category><![CDATA[erik aadahl]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[gary rydstrom]]></category>
		<category><![CDATA[jeff haboush]]></category>
		<category><![CDATA[megamind]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[tom myers]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=9080</guid>
		<description><![CDATA[Dolby has published a series of video interviews on his YouTube channel, featuring interesting talks with Gary Rydstrom, Tom Myers, Jeff Haboush, Erik Aadahl. I&#8217;ve published the videos on Designing Sound TV: Sound Designer and Mixer Gary Rydstrom Talks About Cinema Sound Sound Mixer Jeff Haboush Talks About Cinema Sound Sound Mixer Tom Myers Talks &#8230; <a class="btn read-more" href="http://designingsound.org/2011/04/dolby-video-interviews-gary-rydstrom-tom-myers-jeff-haboush-erik-aadahl/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2011/04/dolby-video-interviews-gary-rydstrom-tom-myers-jeff-haboush-erik-aadahl/"><em>Click here to view the embedded video.</em></a></p>
<p><a href="dolby.com">Dolby</a> has published a series of video interviews on his <a href="http://www.youtube.com/user/DolbyInsider">YouTube channel</a>, featuring interesting talks with Gary Rydstrom, Tom Myers, Jeff Haboush, Erik Aadahl. I&#8217;ve published the videos on Designing Sound TV:</p>
<ul>
<li><a href="http://designingsound.tv/sound-designer-and-mixer-gary-rydstrom-talks-about-cinema-sound/">Sound Designer and Mixer Gary Rydstrom Talks About Cinema Sound</a></li>
<li><a href="http://designingsound.tv/sound-mixer-jeff-haboush-talks-about-cinema-sound/">Sound Mixer Jeff Haboush Talks About Cinema Sound </a></li>
<li><a href="http://designingsound.tv/sound-mixer-tom-myers-talks-about-getting-into-cinema-sound/">Sound Mixer Tom Myers Talks About Getting Into Cinema Sound</a></li>
<li>Erik Aadahl and Dolby’s Craig Eggers Talk Dolby TrueHD 7.1 on Megamind | <a href="http://designingsound.tv/erik-aadahl-and-dolbys-craig-eggers-talk-dolby-truehd-7-1-on-megamind-part-1">Part 1</a> | <a href="http://designingsound.tv/erik-aadahl-and-dolbys-craig-eggers-talk-dolby-truehd-7-1-on-megamind-part-2">Part 2</a> | <a href="http://designingsound.tv/erik-aadahl-and-dolbys-craig-eggers-talk-dolby-truehd-7-1-on-megamind-part-3">Part 3</a> | <a href="http://designingsound.tv/erik-aadahl-and-dolbys-craig-eggers-talk-dolby-truehd-7-1-on-megamind-part-4">Part 4</a></li>
</ul>
<p>Vía: <a href="https://twitter.com/#!/usoproject">@usoproject</a>/ and <a href="https://twitter.com/#!/StephenSaldanha/statuses/53931083737210880">@StephenSldanha</a></p>
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		<title>Mix Magazine &#8211; September: Beyond 5.1, Paul Massey&#8217;s Studio and Sound of Reality TV</title>
		<link>http://designingsound.org/2010/09/mix-magazine-september-beyond-5-1-paul-masseys-studio-and-sound-of-reality-tv/</link>
		<comments>http://designingsound.org/2010/09/mix-magazine-september-beyond-5-1-paul-masseys-studio-and-sound-of-reality-tv/#comments</comments>
		<pubDate>Fri, 03 Sep 2010 16:20:03 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[5.1]]></category>
		<category><![CDATA[7.1]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[paul massey]]></category>
		<category><![CDATA[reality tv]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[studio design]]></category>
		<category><![CDATA[tv]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=6096</guid>
		<description><![CDATA[The September&#8217;s Issue of Mix Magazine is now online, and includes features several articles on sound for film and television: Beyond 5.1 &#8211; From the megaplex to amusement parks, audio playback is taking audiences to new dimensions. We reveal the projects and trends leading the way to 7.1, and beyond. Designing Paul Massey&#8217;s Mixing Studio &#8230; <a class="btn read-more" href="http://designingsound.org/2010/09/mix-magazine-september-beyond-5-1-paul-masseys-studio-and-sound-of-reality-tv/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-6103" href="http://designingsound.org/2010/09/mix-magazine-september-beyond-5-1-paul-masseys-studio-and-sound-of-reality-tv/mix_sound_for_picture-2/"><img class="alignnone size-full wp-image-6103" src="http://designingsound.org/files/2010/09/Mix_Sound_for_Picture.jpg" alt="" width="570" height="354" /></a></p>
<p>The September&#8217;s Issue of <strong>Mix Magazine</strong> is now online, and includes features several articles on sound for film and television:</p>
<ul>
<li><strong>Beyond 5.1</strong> &#8211; From the megaplex to amusement parks, audio playback is taking audiences to new dimensions. We reveal the projects and trends leading the way to 7.1, and beyond.</li>
<li><strong>Designing Paul Massey&#8217;s Mixing Studio</strong></li>
<li><strong>Reality TV </strong>- Sound mixer and recordist Michael Alexan- der, CAS provided us with this inside look at the day-to-day challenges of working on loca- tion for reality television. This article previous- ly appeared in CAS Quarterly.</li>
</ul>
<p></br><br />
<strong><a href="http://digital-edition.mixonline.com/">Mix Magazine &#8211; September [download or view online]</a></strong></p>
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		<title>“TOY STORY 3″ – Exclusive Interview with Tom Myers, Michael Semanick, and Al Nelson</title>
		<link>http://designingsound.org/2010/06/toy-story-3-exclusive-interview-with-tom-myers-michael-semanick-and-al-nelson/</link>
		<comments>http://designingsound.org/2010/06/toy-story-3-exclusive-interview-with-tom-myers-michael-semanick-and-al-nelson/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 16:29:54 +0000</pubDate>
		<dc:creator>Jake Riehle</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[7.1]]></category>
		<category><![CDATA[al nelson]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[day & night]]></category>
		<category><![CDATA[dolby]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[foley]]></category>
		<category><![CDATA[michael semanick]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[pixar]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[tom myers]]></category>
		<category><![CDATA[toy story 3]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4967</guid>
		<description><![CDATA[<a href="http://designingsound.org/2010/06/toy-story-3-exclusive-interview-with-tom-myers-michael-semanick-and-al-nelson/"><img class="alignnone size-full wp-image-5026" src="http://designingsound.noisepages.com/files/2010/06/Toy_Story_3_High.jpg" alt="" width="270" height="166" /></a> <a class="btn read-more" href="http://designingsound.org/2010/06/toy-story-3-exclusive-interview-with-tom-myers-michael-semanick-and-al-nelson/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-4988" src="http://designingsound.org/files/2010/06/Toy_Story_3.jpg" alt="" width="570" height="319" /></p>
<p>Thanks go out to Tom Myers, Michael Semanick, and Al Nelson from TOY STORY 3  for taking time out to answer few questions about their work on the film!</p>
<p><strong>TM </strong>= Sound Designer/ Sound Re-Recording Mixer <strong>Tom Myers</strong><br />
<strong>MS</strong> = Sound Re-Recording Mixer <strong>Michael Semanick</strong><br />
<strong>AL</strong> = Sound Editor<strong> Al Nelson</strong></p>
<p><strong>JAKE: &#8220;Day &amp; Night&#8221; the short film that played before &#8220;Toy Story 3&#8243; was so creative in the way it used sound. Were there discussions early on about how sound design would drive the story? Pixar has a rich tradition of selecting short film ideas from fellow Pixar employees&#8217; pitches. Who does sound for these short films at Skywalker?</strong></p>
<blockquote><p><em><strong>TM:</strong> The sound duties for Pixar&#8217;s shorts are split between Skywalker and Pixar. For some of the earlier shorts, we did all the work at Skywalker, but over the last few years Pixar has developed a small staff of very talented sound folk. On &#8220;Day and Night&#8221; the sound design was done by Barney Jones at Pixar with guidance from Sound God Gary Rydstrom who splits time between the two companies. I did the mix here at Skywalker with the director Teddy Newton and Barney present. </em><em><br />
</em></p></blockquote>
<p><strong>MIGUEL: When did you guys start on &#8220;Toy Story 3&#8243;? How did Lee Unkrich interact with the sound department and what was his take on how sound would be utilized in the film?</strong></p>
<blockquote><p><em><strong>TM:</strong> We saw a storyboarded version of the film in early 2009 and then had preliminary spotting sessions with Lee and composer Randy Newman. I started sound design in late 2009 and the rest of the crew started in January of 2010. Lee was very involved in the process and knew the library very well having been the editor on the first film and codirector on the second. He is very detail oriented, even spending time with the foley crew. His first concern sound-wise was that we make the third film a continuation of the world created in the first two. All three films needed to feel organically part of the same aural universe, just as they were visually.</em></p>
<p><em><strong>AN: </strong> I came on the show for the first temp mix in the fall of &#8217;09. This was a great broad stroke introduction to how Lee intended the film to sound. We walked away with some great notes to think about for the final, though, I didn&#8217;t actually start cutting effects on the film until late February. So, I&#8217;d like to acknowledge Dustin Cawood, Terry Eckton and Tim Nielsen who fortunately did all the hard work before I jumped in.</em></p></blockquote>
<p><span id="more-4967"></span></p>
<p><strong><img class="alignright size-full wp-image-4989" src="http://designingsound.org/files/2010/06/Tom_Myers_Mixing_Toy_Stoy_3.jpg" alt="" width="270" height="196" />JAKE:</strong><strong> How much sound did the animators request before you guys started sound editorial in earnest?</strong></p>
<blockquote><p><em><strong>TM: </strong> The animators had much of the toy movement sound library from Toy Story 1 and 2 for the returning characters, Buzz, Woody, the Potato Heads, etc. The only new character for which they really asked new material was Big Baby. We gave them a larger palette of vocals for Big Baby that Lee was quite particular about.</em></p></blockquote>
<p><strong>MIGUEL: Given the toys&#8217; size in relation to the human world, how important was the sound POV of our heroes? What realistic sounds had to be embellished to convey their size or perspective?</strong></p>
<blockquote><p><em><strong>TM: </strong> With Gary Rydstrom we continued the conceit that when the toys are interacting with humans, (when they are inanimate objects), they should sound smaller in scale compared to the human &#8220;real&#8221; world. But when they are interacting with each other, and walking and talking, they have a larger, almost human scale to their sounds. We always embellished sound when a threat was implied, especially in the finale scenes with the garbage truck, bulldozers, conveyor belt, shredder, claw, etc.</em></p></blockquote>
<blockquote><p><em><strong>AL:</strong> We had creative license during certain toy POV scenes to even go over the top a bit. For example when Big Baby is doing that creepy march towards Woody, Bullseye and the aliens, we added low end sweeteners to his footsteps. We also added some rumble and actual diesel truck sounds to some of the RC trucks patrolling to add a sense of tension and danger.</em></p></blockquote>
<p><strong>JAKE:  Did sounds for reoccurring characters established in the first two films carry over to &#8220;Toy Story 3&#8243;? Were they cut from libraries built for the first two films and or what new sounds, were recorded or expanded on for these classic characters?</strong></p>
<blockquote><p><em><strong>TM:</strong> We used all the sounds from the first two movies for the recurring characters. This was part of our mandate from Lee about making all three films an extension of the same world. We developed new material for Buzz when he went through his transformations, first to what we called &#8220;Militaristic Buzz&#8221;, (when Buzz gets reset and does the bidding of Lotso); Here we sharpened his movements making them more precise, more clipped and less rattley toy plastic . And then for Buzz in &#8220;spanish mode&#8221; we made him more fluid and romantic adding swishes, castanets and whip cracks.</em></p>
<p><em><strong>MS:</strong> An interesting problem came up with voice futz&#8217;s from the original films to this one. Both Woody and Buzz have sayings or dialog built into them when a child pulls Woody&#8217;s chord or pushes Buzz&#8217;s buttons. These original futzes were done by Gary Summers. He used what we call a analog futz box. It is an inclosed box, with a set of speakers in them and a microphone. You route the dialog to this box , pick the speaker you want the dialog to come out of (might be an old am radio speaker, a telephone speaker, or a speaker taken out of an old toy) the microphone picks up the sound coming out of the speaker and comes back to the console to be mixed. Well, back on TS 1 AND TS 2 , They only futzed what they needed to, with no addtional lines. TS 3 Had new Woody and Buzz lines. Lee wanted the same effect or futz from the other films&#8230; no problem, right? Theoretically, we just pull out the old futz box and do it. Unfortunately, that old futz box had been thrown away. We tried every protools plug in, but we could not match the futz. Howie Hammerman, an engineer at skywalker who built the orginal futz box, is still working there. I asked him to rebuild it. With the new futz box and some tweaking we were able to match the futz&#8217;s very, very close, though still slightly different. I would say about-ten-years-or-so-of-wear -and-tear-from-Andy-playing-with-the-toys difference. Ha!</em></p>
<p><em><strong>AN:</strong> Tom was very thorough about providing us with notes and references to the previous Toy Story films as well as providing us with new material that was consistent. For example, Ken&#8217;s neck and arm squeaks which complimented Barbie&#8217;s elements from TS2. I think those Ken squeaks are some of the funniest moments in the whole movie. Gary would also come in and review our material. He could recall verbatim sounds he had made ten years ago. Also, kudos to our foley artists, Jana and Dennie who performed many of the signature sounds for the original Toy Story and Toy Story 2.</em></p></blockquote>
<p><img class="alignnone size-full wp-image-4990" src="http://designingsound.org/files/2010/06/Toy_story_3_Talking.jpg" alt="" width="570" height="320" /></p>
<p><strong>MIGUEL:  How did you distinguish what toy sounds needed to be foley and what would be recorded and cut as effects? Did you start with using the actual toys for their sounds? What toy sounds are designed using sounds that the actual toys don&#8217;t or can&#8217;t make?</strong></p>
<blockquote><p><em><strong>TM: </strong> Generally, all the footsteps for all the characters were foley. The movement for all the characters may have been half foley and half effects. Specific character trait sounds like the Potato Head pops and hits, Rex chicken squawk head turns,  and Barbie and Ken squeaks were effects. We don&#8217;t always start with the actual toys as often times they sound too small. We look for something that is slightly larger in scale. For example, of Stretch the Octopus we used a rubber bath mat with suctions cups on one side.</em></p></blockquote>
<p><strong>JAKE:  How did the tradition of using Skywalker sounds from previous films (Rex&#8217;s &#8220;Jurassic Park&#8221; roar) in Pixar films come to pass? Does Pixar request using these specific sounds in their films during their spotting sessions?</strong></p>
<blockquote><p><em><strong>TM: </strong> It has more to do with what is dramatically correct for a given scene rather then paying homage to a given sound or film. They will use other films as a reference but rarely request a specific sound, unless it is something they have used in the guide track and it works perfectly, both dramatically and emotionally.</em></p></blockquote>
<p><img class="alignright size-full wp-image-4991" src="http://designingsound.org/files/2010/06/Toy_Story_3_Toys.jpg" alt="" width="270" height="192" /></p>
<p><strong>MIGUEL: I love the playful relationship between music and effects in these films, especially when music seemingly acts as Foley for on-screen action (like classic Disney cartoons). How was featuring music or effects for specific sequences decided on?</strong></p>
<blockquote><p><strong>TM:</strong> This all came from Lee and his work with Randy Newman and with us. One example was the scene of Woody&#8217;s first escape from Sunnyside when he flies over the wall on the kite and then gets blown up into the sky, the kite breaks and he falls down into the tree where Bonnie finds him. Lee specifically asked for Randy to give that scene the &#8220;Carl Stallings treatment&#8221; in which he hits all the movements with musical beats and the we support it with sound effects.</p>
<p><strong>MS : </strong>Lee was always the one making these final choices. We would experiment from time to time, like: &#8220;Try dipping music here&#8221;, or &#8220;Shift it slightly so that some of the sound effects can live with it&#8221; or &#8220;Lets clean out all sounds and only add what we need&#8221;. The music was very fun to mix; it had a real throwback vibe to it, like you said, very &#8220;playful&#8221;, playing the action. Lee and Randy had designed it to be that way. I think it fits the film perfectly. It did make it hard at times for sound fx and music to live together, but Lee was very clear and decisive about what was to drive the scene. One of my favorites is the music when Woody gets up in Bonnie&#8217;s bed and walks across it. It&#8217;s just great. Listen to the arrangement and watch Woodys fingers.</p>
<p><strong>AN: </strong> Lee was very specific about how certain sounds felt rhythmically relative to the music. Ambient elements like the crows during Chuckle&#8217;s flashback as well as specific hard effects like that last horn honk as Ken and Barbie arrive during the credit roll were all placed in time according to how Lee felt they would sit against the music.</p></blockquote>
<p><strong>JAKE:  With all dialog for the film recorded on a ADR stage, how much of it has to be &#8220;placed&#8221; in the scenes with reverb and/ or delay? What other creative ways are you able to use dialog when it&#8217;s as controlled and clean as it is in an animated film?</strong></p>
<blockquote><p><strong>TM: </strong> Michael can speak more directly to this but every scene and locale had a specific treatment of reverb, e.g., inside the toy box, in the garbage bag, inside the box and outside the box. One of the trickiest scenes was inside the candy machine. The voice treatment had to evolve as Buzz got closer. Lee was keen on all this and playing all perspectives. Also, as all the dialog is clean there is a tradition of panning all dialog in Pixar&#8217;s movies.</p>
<p><strong>MS:</strong> Every scene had to have a specific treatment on it to fit the scene. It was mostly reverbs. I love the Lexicon 960, so I used it the most. I also used the tc6000 as well as the Lexicon 480. When Dialog is as controlled and clean as in ADR, it does allow you, at times, to get very quiet. When you do not have heavy background noise to fight through, (as you sometimes do with production dialog) it helps the music and sound effects give depth to the film. One of the fun moments of dialog effects, is when Mrs. Potato head sees with her other eye. I had to reach back to my days in the recording studio.  I took her dialog, made a copy, advanced it several frames, put it in reverb, recorded only the reverb return, took that and reversed it or played it backwards, like taking analog tape and flipping it upside down and playing it. This effect proceeds her actual dialog slightly, so it had a type of &#8220;ghosting&#8221; sound. I then added a couple delays and reverb to her original dialog to help fill the room and surround the audience, and the sound effects from Tom helped the dialog sit in there. I think we got a fun &#8220;time warp&#8221; feel.</p></blockquote>
<p><img class="alignnone size-full wp-image-4992" src="http://designingsound.org/files/2010/06/Semanick_Unkrish_Myers_Toy_Story_3_Mix.jpg" alt="" width="570" height="371" /></p>
<p><strong>MIGUEL: How does the new dolby 7.1 standard allow you to do in the mix that 5.1 didn&#8217;t?  Is this new channel layout addressed from predubs to printmaster?</strong></p>
<blockquote><p><strong>TM: </strong> It allows you to be more precise in placing things in the acoustic space, pulling things, music, backrounds and effects off the screen and into the room which has the added benefit of clearing up dialog on the screen. We premixed all the effects in the 7.1 format and carried it all the way through to printmaster.</p></blockquote>
<p><strong>JAKE: Since filmmakers may change a cut to allow some breathing room after a big laugh in a comedic film, was there any attention paid to the potential of sniffles from the audience mucking up your mix during some of the movie&#8217;s sadder scenes?</strong></p>
<blockquote><p><strong>TM: </strong> We were very clear where the big emotional moments were and worked hard, mostly through a process of elimination to not undermine or cut short any of these spots. The same goes for the jokes, though those are more precise and rhythm dependent where as the emotional moments are longer and more fluid. It&#8217;s a tribute to Lee and the story that there are so many of both kinds of spots in the film. I think of the film as being so funny but much of the feedback I get is of the emotional wallop the film has at the end.</p></blockquote>
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		<title>The Sound of &#8220;Toy Story 3&#8243;</title>
		<link>http://designingsound.org/2010/06/the-sound-of-toy-story-3/</link>
		<comments>http://designingsound.org/2010/06/the-sound-of-toy-story-3/#comments</comments>
		<pubDate>Sat, 19 Jun 2010 20:56:38 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
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		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4880</guid>
		<description><![CDATA[I went to the theater yesterday to see &#8220;Toy Story 3&#8243;, and all can I say is that you will have a lot of fun. What a fantastic adventure. The sound was great. If you want to know about it, let&#8217;s check the new profile of SoundWorks Collection: Join Skywalker Sound’s Re-Recording Mixer and Sound &#8230; <a class="btn read-more" href="http://designingsound.org/2010/06/the-sound-of-toy-story-3/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="570" height="321"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=12685164&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=db000b&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=12685164&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=db000b&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="570" height="321"></embed></object></p>
<p>I went to the theater yesterday to see &#8220;Toy Story 3&#8243;, and all can I say is that you will have a lot of fun. What a fantastic adventure. The sound was great. If you want to know about it, let&#8217;s check the <a href="http://soundworkscollection.com/toystory3">new profile</a> of <strong>SoundWorks Collection</strong>:</p>
<blockquote><p>Join Skywalker Sound’s Re-Recording Mixer and Sound Designer  Tom Myers, Sound Re-Recording Mixer Michael Semanick, Director Lee Unkrich, and Stuart Bowling, Technical Marketing Manager at Dolby Laboratories as they take you behind-the-scene and discuss the sound of Toy Story 3.</p>
<p>Toy Story 3 will be released in Dolby Surround 7.1 in 12 languages in select cinema chains throughout Australia, France, Hong Kong, Italy, Japan, Korea, Latin America, New Zealand, North America, Singapore, Taiwan, and the United Kingdom.</p></blockquote>
<p>And stay tuned for our interview soon ;-)</p>
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		<title>Dolby Surround 7.1, Toy Story 3 and The Future of Sound In 3D Films</title>
		<link>http://designingsound.org/2010/05/dolby-surround-7-1-toy-story-3-and-the-future-of-sound-in-3d-films/</link>
		<comments>http://designingsound.org/2010/05/dolby-surround-7-1-toy-story-3-and-the-future-of-sound-in-3d-films/#comments</comments>
		<pubDate>Mon, 24 May 2010 15:52:36 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
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		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4580</guid>
		<description><![CDATA[SFGate has published an article talking about the Dolby Surround 7.1 Mix on Toy Story 3, the future of sound for 3D films, and how the people could take this new sonic adventure. Walt Disney Co.&#8217;s Pixar made the latest installment of its &#8220;Toy Story&#8221; franchise in 3-D to satisfy the growing appetite for immersive &#8230; <a class="btn read-more" href="http://designingsound.org/2010/05/dolby-surround-7-1-toy-story-3-and-the-future-of-sound-in-3d-films/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4581" title="Toy_Story_3" src="http://designingsound.org/files/2010/05/Toy_Story_3.jpg" alt="" width="200" height="296" /></p>
<p><strong>SFGate</strong> has published an <a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/g/a/2010/05/22/bloomberg1376-L2SL460YHQ0X-1.DTL">article</a> talking about the <strong>Dolby Surround 7.1 Mix on Toy Story 3</strong>, the future of sound for 3D films, and how the people could take this new sonic adventure.</p>
<blockquote><p>Walt Disney Co.&#8217;s Pixar made the latest installment of its &#8220;Toy Story&#8221; franchise in 3-D to satisfy the growing appetite for immersive visual effects.</p>
<p>Its next challenge: getting the sound effects to match.</p>
<p>The current setup in most theaters, known as 5.1, couldn&#8217;t direct sounds precisely enough to specific parts of the theater, says Paul Cichocki, post-production supervisor at Pixar. The audio didn&#8217;t feel like it was putting the viewer in the middle of the action, he says.</p>
<p>&#8220;We really wanted to take sound to the next level, and we just weren&#8217;t able to do much in 5.1,&#8221; Cichocki said. &#8220;If we could put sound in the right places, it helps your brain look in the right place.&#8221;</p>
<p>That&#8217;s why Pixar urged Dolby Laboratories Inc. to develop a new version of its sound system, the dominant audio technology in theaters. The resulting Dolby Surround 7.1 standard lets movies deliver sounds through seven speakers, plus one subwoofer, which handles bass. For Dolby, the technology helps the company keep pace with other cinema improvements &#8212; from crisper digital images to reclining seats &#8212; and give audiences a reason to keep coming back.</p>
<p>Sound technology alone doesn&#8217;t compel people to see a movie, says Paul Dergarabedian, president of Hollywood.com&#8217;s box-office tracking division. It&#8217;s just a subtle part of improving the experience, he says.</p></blockquote>
<p><strong><a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/g/a/2010/05/22/bloomberg1376-L2SL460YHQ0X-1.DTL">Continue reading&#8230;</a></strong></p>
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		<title>Dolby Surround 7.1 and Dolby Axon; Advances in Sound Technology for Cinema and Video Games</title>
		<link>http://designingsound.org/2010/03/dolby-surround-7-1-and-dolby-axon-advances-in-sound-technology-for-cinema-and-video-games/</link>
		<comments>http://designingsound.org/2010/03/dolby-surround-7-1-and-dolby-axon-advances-in-sound-technology-for-cinema-and-video-games/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 18:27:12 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
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		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=3047</guid>
		<description><![CDATA[Recently, Dolby has unveiled two new technologies, both for films and video games. The first surprise is the announce of Dolby Surround 7.1 at ShoWest 2010. Dolby Laboratories, Inc. announced it is working with Walt Disney Pictures(R) and Pixar(R) Animation Studios to deliver a new audio format, Dolby(R) Surround 7.1. Disney(R) and Pixar have stated that Dolby &#8230; <a class="btn read-more" href="http://designingsound.org/2010/03/dolby-surround-7-1-and-dolby-axon-advances-in-sound-technology-for-cinema-and-video-games/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://designingsound.org/files/2010/03/Dolby.png"><img class="size-full wp-image-3048 aligncenter" title="Dolby" src="http://designingsound.org/files/2010/03/Dolby.png" alt="Dolby" width="570" height="128" /></a></p>
<p>Recently, <strong>Dolby</strong> has unveiled two new technologies, both for films and video games.</p>
<p>The first surprise is the announce of <strong>Dolby Surround 7.1</strong> at <strong>ShoWest 2010.</strong></p>
<blockquote><p>Dolby Laboratories, Inc. announced it is working with Walt Disney Pictures(R) and Pixar(R) Animation Studios to deliver a new audio format, Dolby(R) Surround 7.1. Disney(R) and Pixar have stated that Dolby Surround 7.1 will be launched in select theatres with the release of Toy Story(R) 3 in 3D this June.</p></blockquote>
<ul>
<li>Brings a more exciting sensory experience to audiences for 2D and gives content creators control over audio placement in a theatre when mixing 3D movies. The ability to compose audio with visual elements of 3D allows content creators to immerse the audience deeper into the movie with dramatic realism.</li>
<li>Provides content creators four surround zones to better orchestrate audio channels in a movie theatre environment. The four surround zones incorporate the traditional Left Surround and Right Surround with new Back Surround Left and Back Surround Right zones. The addition of the two Back Surround zones enhances directionality in panning 360 degrees around the theatre.</li>
<li>Comprises 8 channels of audio and has the following channel layout: Left, Center, Right, Low-Frequency Effects (LFE), Left Surround, Right Surround, Back Surround Left (new), and Back Surround Right (new). In order for exhibitors to deliver the new format, Dolby will be providing Dolby Surround 7.1 playback capabilities in the Dolby CP650 and Dolby CP750 digital cinema audio processor lines.</li>
</ul>
<p></br><br />
<strong><a href="http://investor.dolby.com/releasedetail.cfm?ReleaseID=452342">More info&#8230;</a></strong> | Via: <a href="http://twitter.com/Filmsounddaily/statuses/10577782295"><strong>@filmsounddaily</strong></a></p>
<p style="text-align: center;"><strong><a href="http://designingsound.org/files/2010/03/Axon.png"><img class="size-full wp-image-3049 aligncenter" title="Axon" src="http://designingsound.org/files/2010/03/Axon.png" alt="Axon" width="460" height="213" /></a></strong></p>
<p>The other new technology was announced at GDC. It&#8217;s called <strong>Axon</strong>, which provides innovative features to voice conversations in video games:</p>
<blockquote><p>Dolby® Axon represents the future of voice communication for online games and virtual worlds. Crafted from the ground up specifically for game developers, Dolby Axon enables a realistic 3D voice experience that matches the game environment and greatly expands game-play possibilities.</p>
<p>A host of innovative features makes Dolby Axon unique and flexible, including 3D voice capabilities. Distance attenuation makes voices become louder as players approach one another within the game, or softer as the distance between players increases. Surround panning helps players locate competitors spatially within the game environment.</p></blockquote>
<ul>
<li>Realistic 3D voice communication complete with surround panning and distance attenuation</li>
<li>Advanced occlusion engine that maps voices to the game environment</li>
<li>Enabled voice fonts for improved role-playing</li>
<li>Proprietary audio technologies to deliver a clear voice experience</li>
<li>Flexible API for creative integration and game-play options</li>
</ul>
<p></br><br />
<strong><a href="http://www.dolby.com/professional/technology/games/dolby-axon.html">More info&#8230;</a></strong></p>
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