DTS: Difference between revisions
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imported>NikoBellic5497 (→5th Trailer (Sparks) (September 30, 2005-2009?): No need for Music/Sounds Variant here.) |
imported>Buzzfan120 No edit summary |
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'''Variants:''' | '''Variants:''' | ||
*While this trailer was primarily done for DTS:X, a version of this was made for DTS-HD as well. It was made to fit with every DTS format, according to Brian Slack, who worked on this trailer, as you'll see below. The DTS-HD variant, of course, replaces the ending DTS:X logo with the DTS-HD logo, with the presence of the 2006 DTS symbol intact, with even the particles forming it along with the text. The "SOUND UNBOUND" text is removed, but the DTS chimes remain. | *While this trailer was primarily done for DTS:X, a version of this was made for DTS-HD as well. It was made to fit with every DTS format, according to Brian Slack, who worked on this trailer, as you'll see below. The DTS-HD variant, of course, replaces the ending DTS:X logo with the DTS-HD logo, with the presence of the 2006 DTS symbol intact, with even the particles forming it along with the text. The "SOUND UNBOUND" text is removed, but the DTS chimes remain. | ||
*Medium and short versions of the DTS:X and DTS-HD trailers exist. The medium version is a more condensed version of the normal trailer, removing some of | *Medium and short versions of the DTS:X and DTS-HD trailers exist. The medium version is a more condensed version of the normal trailer, removing some of its longer parts. The short version of both is completely redone, starting with the cube in blue quickly revolving upward and turning orange, then exploding with a flash, which then reveals the particles, which all form the logo of each system. The DTS chimes can be heard and the logo shines. | ||
'''Technique:''' CGI. | '''Technique:''' CGI. | ||
'''Music/Sounds:''' For the long versions, first we hear a muffled set of street sounds, like passing cars, trucks and police sirens, representing all the sound that is encased in the cube. The cube explodes and a single note plays out, which transitions into the particles floating around. The Senior Manager of Professional Audio at DTS, Brian Slack, was responsible for designing many of the particles' sounds as they pass by the screen. The sounds play out during the entire particle segment, and then as the camera is about to zoom out and reveal the particles forming the logo, a stop-start note plays which grows louder before the camera does | '''Music/Sounds:''' For the long versions, first we hear a muffled set of street sounds, like passing cars, trucks and police sirens, representing all the sound that is encased in the cube. The cube explodes and a single note plays out, which transitions into the particles floating around. The Senior Manager of Professional Audio at DTS, Brian Slack, was responsible for designing many of the particles' sounds as they pass by the screen. The sounds play out during the entire particle segment, and then as the camera is about to zoom out and reveal the particles forming the logo, a stop-start note plays which grows louder before the camera does its thing. Some crystalized sounds plays as the particles form the logo, a bass drop plays when the logo turns solid, and finally the DTS chimes play when the letters in "DTS" shine. A low note plays when the logo shines and zooms out. | ||
'''Availability:''' Common. Seen in theaters and recent DTS demo discs. | '''Availability:''' Common. Seen in theaters and recent DTS demo discs. |