It depends on many factors and the sound of a trumpet plyaing on a playground (i.e. outside) will differ from one playing in another building. And then obviously the layout of the room, the construction materials, whether there's rooms in between, whether the doors are open or closed etc. will all make a difference in how to approach this.
You should record as "clean" as possible, avoid - if possible - any room reverb etc. It wil give you more choice later on.
Think about the space, is it wide open, and on concrete? Then it takes a long time for the sound to travel and bounce. But when it bounces, it bounces hard.
I.e. set reverb with a long duration, probably add in some echo with even longer duration, and use a high pass. (if you have very deep basses, you need a high and low pass, to clearly separate the high which bounces and the low which reverberates)
If it's inside, then sound bounces quickly, but also loses energy quickly, i.e. quick reverb on the room itself and long reverb on top (to simulate the bouncing of the sound which leaks from the room) And this time add a low pas, the high frequencies get lost pretty quick.
It will be a lot of twiddling and searching before you get it realistic. And visuals matter, they influence how we interpret the sound, i.e. you should mix the sound while viewing the visuals (especially if this is new to you.)
Edit: and yes, I agree totally with Tetsujin the sound in the movie is too even, you should definitely pick a side and pan towards it
Last but not least, it might help to use something like the ambeo orbit plugin, especially if you want to add some motion, i.e. if the camera travels and you want to reflect this in the mix. It won't be enough on its own, but it can definitely get you a bit on the right track.