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Copyrighted Production Music
ScoreHelper:Disc 03

VHSH03    Number of tracks:36 Track(s)

Introduction:Features five scores. 1: Powerful, cinematic and bi-polar orchestral score. 2: A supernatural Western road movie. 3: An art gallery heist. 4: Tense, psychological thriller. 5: Score for the exciting parts of a military Search-and-Rescue.

Label Name:VHSH  

Album tracklist
  • 1.
    Roll the Graphics-Main Track-
    00:33
    [Building Pride >> Positive Resolution] One big build to a very happy moment. An undercurrent of busy strings/French horns builds linearly as a brief melody (in @:06) carries you to an emotional orgasm @:22 with the addition of a full choir, orchestral percussion, harp and an attention-getting ending. Brings to mind the show opens of important events, like election coverage or movies of the week.
  • 2.
    Opening Day-Main Track-
    02:00
    [Positive Fanfare >> Reflective, Hopeful >> Proud] Full orchestra and soaring brass provide the melody for this overpoweringly proud cut that gives the feeling something important is being built/unveiled, providing many musical "soundbites" for shorter pieces. @:34 a reflective, softer, more compassionate theme begins, using the strings to provide a break from the bluster - but still letting you know that some great personal struggle will result in victory. @1:06 the bluster returns with orchestral chimes and choir, giving a feeling of overwhelming positivity and grandeur. @1:40 the cut winds down in both pitch and momentum, dissolving into a bed of questioning winds/harps. Great for news and important events,
  • 3.
    Anticipation and Excitement-Main Track-
    02:39
    [Light Activity Punctuated by Big, Proud Climaxes] "And let's take a look at today's highlights." The cut begins with an attention-getting orchestral brass fanfare (makes an excellent show open) with booming percussion. @:19 it begins a big build into orchestral beds of busy, neutral/positive movement (supplied by strings, winds, choir and light brass) interspersed with swells of orchestral grandeur (@ the top, 1:07 and 1:48, for example). The climaxes are of varying degrees of strength (with 1:48 being the most over-the-top), to provide a selection of moments when editing for shorter pieces. The many varieties of loopable beds are useful for longer pieces.
  • 4.
    Spirit of the Games-Main Track-
    02:27
    [Positive / Reflective >> Triumphant / Driving] Starts small and subtle, then becomes a pride-filled powerhouse. After a delayed percussive hit, the piece settles into a playful bed of winds and strings introducing a subtle, march-like rhythm that builds throughout the piece until it becomes a positive, driving theme @1:15. The excitement level is raised once again as the full orchestra and choir enter @1:43, causing goosebumps or another breakout of rashes for those of you with sensitive skin. After a final hit @2:15, a brief trumpet fanfare accompanied by timpani gives you an alternate open or discrete element.
  • 5.
    Cheaters and Beaters-Main Track-
    02:09
    [Tension / Fear >> Action >> Aftermath] Creepy tension that builds into a hit-filled fight to the death. Tension demonstrated by tremolando strings and low, stalker-like horns slowly reveal more tension-provoking elements (harp glissandi and pentatonic horn swells starting @:40) that @:54 begin to build to a tense fake-out @1:01. Around 1:14, the tension climbs in earnest, until @1:28 an "Omen"-esque choir, pounding percussion with staccato strings and horns create the feeling that Hell has broken through - and it's winning the Biathlon. After a climactic hit @1:41, the rest of the cut pads out with a busy bed of subtle pulsing strings. Be careful of the world-ending alternate hit/ending @2:02 - it'll test your bladder strength.
  • 6.
    Failure and Fatigue-Main Track-
    02:21
    [Sad / Tense >> Sadder / Tenser] Subtle yet dramatic way of showing the human side of tension. A simple, repeating piano figure begins against a pad of tremolando strings, atmospheric synths and delayed electronic percussion starting @:41. The figure builds in tenor and drive as more instruments play along, until it reaches an emotional climax @1:47, after which it slowly loses momentum and strength as it fades.
  • 7.
    Maybe Next Time-Main Track-
    02:08
    [Touching / Sad >> Emotional Triumph >> Gentle Positivity] Beautiful, sweet orchestral cut that works for emotional reunions as well as breathtaking scenery. Gentle, somewhat sad cut that examines the human emotions involved in not winning an event - with swelling strings, choir, subdued horns and bells. But @:46, the piece builds with soaring horns into an overwhelmingly positive feel - as the person who only got the silver stands on the podium to receive his medal. The piece then settles into a slower denouement of smaller-sounding strings that build to a fake-out @1:54, but then resolve in a sweet, gentle final note @1:58.
  • 8.
    Award Ceremony-Main Track-
    01:57
    [Positive / Proud / Triumphant] Bigger-than-life, cinematic theme that instills people with a feeling of positivity and a belief that dreams can come true - as long as the dreams don't involve being able to fly or being chased by a talking frankfurter named "Tony." This orchestral cut starts big and driving - very much like a network news theme - then @:38 continues being proud, but with subdued strings/horns and choir. @1:28 the cut begins to build back up to full-bore triumph until the climax @1:45.
  • 9.
    Stomping Down the Road-Main Track-
    02:09
    [Uptempo Aggressive Delta Blues] Great showdown music. Testosterone-laden percussive elements (processed dobro hits, electric amp noise, footstomps and claps) grow in tenor until a wailing electric slide guitar "fanfare" enters @:21 - only to explode back into a full guitar/percussion mix @:44. @:52 electric guitar hits create dramatic moments during a percussive bed. A loopable bed of dobro-based percussion starts @1:06, returning to the full mix @1:17. The piece pauses briefly @1:32 to provide a tremoloed, descending slide build that returns back to the percussive mix @1:45 and the full mix @1:53. Great for sports, bullfights and dramatic confrontations.
  • 10.
    Dirt Road Blues-Main Track-
    02:52
    [Atmospheric, Tense >> Solo Dramatic Blues Guitar] This cut opens with pulsing processed percussion and a pad of suspended slide guitar until :40, when the mix suddenly changes to a solo slide guitar playing separate Delta Blues riffs that bring to mind scenes of heat rising in waves off the desert floor or the swampy banks of the Mississippi. Great for suggesting desolation or being isolated. @1:25 a gentle pulse (foot stomps, dobro body hits) begins to drive the cut, creating the sense of movement and freedom. A final note @1:58 brings a slowly shifting, swelling pad of tremolando slide guitar, abruptly returning to the pulsing main theme @1:22.
  • 11.
    Baby, You Got Me Thinking-Main Track-
    02:08
    [Introspective, Questioning >> Upbeat Positive Solo Dobro] This solo, fingerpicked dobro piece starts introspective and almost sad with slow, measured phrases until :34, when the pace picks up and the mood gets considerably lighter. Great for reflecting on personal journeys, or creating a feeling of family and lightheartedness. After repeated listenings, you'll feel like going out and hugging a cowboy. Trust me.
  • 12.
    You Cant Cheat Death-Main Track-
    01:53
    [Spare / Dramatic / Sad] Need to musically describe loneliness, isolation or loss? Spare electric slide dobro is delayed and reverbed against low, bowed dobro pads - creating the feeling that someone is wailing in desperation or grief. Great for slow dissolves of black and white scenes or just really, really slow events, this piece maintains its languid, atmospheric feel throughout. As the cut progresses, the lamenting electric guitar becomes even more overwrought and plaintive.
  • 13.
    Graveyard Call-Main Track-
    01:11
    [Action with Creepy Breaks] This aggressive, dobro-based uptempo percussion bed cut filled with breaks runs above a bed of mysterious, slightly haunting, electric guitar-based sound design. To provide even more drive, a processed hi-hat enters @:25. Useful for fast cutting and dangerous sports.
  • 14.
    Crossing Over-Main Track-
    01:25
    [Suspense / Tense Creepiness] A busy bed of low-pitched, processed percussion beneath heavily processed electric dobro sound design and big low frequency drum hits creates a feeling of unrest and the suspicion that something bad is happening. Works for mysteries, haunted anythings or suspenseful moments.
  • 15.
    Dirty Down and Bad-Main Track-
    01:08
    [Building Attitude / Drama] Atop a percussive bed of processed dobro strings played with drumsticks (and continuing throughout). Southern Bluesy slide guitar licks start @:05, creating places for visual accents - and also creating transitions for the percussive bed, which changes subtly throughout. A build starting @:44 allows a bowed dobro pad, the lead guitar and percussion to all increase in intensity until the final, matter-of-fact Blues lick/hit @1:05. Good for sports and anything needing a Bayou-tinged attitude.
  • 16.
    Keep Me in Your Heart a Little While-Main Track-
    01:06
    [Heartbreaking / Pretty Americana] Hymn-like solo dobro provides an inspirational feeling of hopefulness and peace over an atmospheric bed of bowed dobro chords.
  • 17.
    Casing the Joint-Main Track-
    02:12
    [Light Movement / Mystery] The sound of sneaking around. Starts with gentle, airy pads and an insistent mid-tempo pulsing of dulcimer and gamelans. @:25 acoustic bass, bassoon and vibes enter, making way for the slightly questioning/intriguing feel of the theme (played by a flute) which enters @:39. @1:04 a pizziCato (ASCAP) string/percussion figure creates a more transparent bed for the vibes to subtly carry the theme for a while. @1:33 the main mix returns.
  • 18.
    Performance Artist-Main Track-
    02:26
    [Neutral Movement >> Light Drama] Slow-tempoed, silky-sounding cut that uses strings, dulcimer, acoustic bass, gamelans and hand percussion to create a simple musical idea that melodically twists and turns, suggesting intrigue or the passage of time. A dulcimer-based bed starting @1:04 introduces a modestly sadder, more introspective feel. The main mix/theme returns @1:36. Good for accompanying time-lapse footage.
  • 19.
    Not Right in the City-Main Track-
    02:32
    [Neutral / Positive >> Light Drama >> Heavier Drama / Suspense] A track in four parts: the first is a light bed featuring marimbas, gamelans, hand percussion, acoustic bass and atmospheric synth pads. @:33 the mood changes, introducing the second part: harp arpeggios and swelling string pads provide a slowly shifting backdrop for minor variations on the theme. @1:19 a brief string/horn/synth swell leads to the third part: a faster, busier section that feels like tension is mounting - until part four @1:49, where the mix thins to just acoustic bass, strings and triangle. Slowly the instruments return, only to climax at an evil sounding release @2:22 with a final hit of synth vocals.
  • 20.
    Dark Depths of the Con-Main Track-
    03:07
    [Spare Drama >> Atmospheric, Creepy Evil / Suspense] Watercolor-ish evil atmosphere that starts with slow, low, moaning synths and high string pads, with oboe and vibes suggesting brief hints of the film's main theme. A climax of cymbals and drones (from :44 to :48) leads into a taut, tense atmosphere with bell arpeggios, string leads and hand percussion suggesting something's slowly going wrong. A gong hit @1:36 signals that now someone's going to get whacked with electric noise-ish, deep drones, metallic screeches and growing washes of low thrumming engine noise. This cut is an almost amorphous, bed-like pad good for catastrophic aftermaths and getting stalked by guys with axes.
  • 21.
    Escape the Game with a Game-Main Track-
    02:21
    [Light Drama / Chase >> Building Suspense >> Aftermath] Faster-tempoed cut featuring dulcimer, hand percussion and synth pads that utilizes light string/horn hits (starting @:28) to create suspenseful climaxes throughout the cut. @1:15 an insistent string figure builds with cymbal hits and French horns, climbing in pitch and intensity until a climax @1:44 leaves us with a low drone, sad-tinged strings and wind figure letting us know that whoever was being chased didn't escape.
  • 22.
    Cityscape-Main Track-
    02:31
    [Light Positive Movement / Sad Reflection >> Ultra-Positive] The happiest cut in the score - and one of the saddest, too. We open with a flute/clarinet iteration of a light, bouncy theme over pizziCato (ASCAP) strings, vibes, marimba, acoustic bass, gamelan, dulcimer and hand percussion. @1:10 a cymbal crescendo changes the mood into a more introspective, reserved tone as the mix thins to strings, dulcimer and finger cymbals. @1:36 the main, happy theme returns, getting progressively more positive until the final chord, which strikes @2:01, followed by arpeggiated vibes, marimbas and rhythmic cymbals. Good for human interest stories, makeovers in motion, + heartwarming moments
  • 23.
    The Sad Realization-Main Track-
    02:20
    [Sad / Reflective] Lamenting oboe over spare synth vocal pads start this sad cut - later allowing strings/harp (@:24) and vibes/marimbas/hand percussion/acoustic bass (@:42). Slow-tempoed cut that feels like a wide shot of a rainy, depressing, city skyline or a shot of a dejected man walking down a steam-filled street after just losing his job, his wife and his life savings in a fixed game of Rock Paper Scissors. Good for suggesting feelings of despair and isolation.
  • 24.
    Strange Encounter-Main Track-
    02:31
    [Creepy / Noisy Pads >> Tension Bed] Subtle discomfort and fear. A washy, shifting field of electric guitar noise creates the backdrop for intermittent, atonal drops of piano, toms and bells. The drums grow more insistent until they climax @:47, and the noise is replaced by a gentle, shifting bed of vibes, harp, synth pads, winds and strings. An accelerating series of gran cassa hits ushers in more shifting string beds @1:08, but this time the strings are tremolando, suggesting more danger - and a 50s-60s horror feel, made modern by atmospheric electric guitar washes and synths. Great for mysteries and subtly building tension.
  • 25.
    Electronic Insect-Main Track-
    02:08
    [Ambient, Tense Bed >> Violent End] Washy, atmospheric sounds: low synths, brass swells, bullroarer, high string pads and waterphone all meld together, creating a bed over which brief accents (the scraping/piano stab @:41, for example) provide tense, shocking moments. A dark, foreboding, violent build begins @1:46 as huge toms/gran cassas pound faster and faster amidst a growing wall of orchestral noise until the climax @1:59. Good for establishing dangerous, creepy scenes - and the violent ending is great for fast cutting climaxes.
  • 26.
    Tender Call-Main Track-
    02:19
    [Tentative Solo Piano >> Dignified Orchestral Gravitas] Halting, tentative acoustic piano (and various washy atmospheric elements) slowly builds into a full orchestral movement (starting @1:33) that feels dignified and slightly sad - almost as if we are watching someone enter their home, pack a small suitcase, pour lighter fluid over the furniture, leave the house with the small suitcase, light a match and watch the house burn down. Great for important moments or end credits for the most depressing movie ever.
  • 27.
    Huntdown-Main Track-
    02:12
    [Tense Action with Breaks] Aggressive, driving, movement-laden orchestral toms, gran cassas, sangbas and tons of percussion (shakers, tambourines) start this cut off running. Various sound design elements (pads/electric guitar feedback) along with various breaks in both rhythm (@:23, for example) and dynamics (@1:51), create multiple loopable sections - and short-lived moments of quiet to REALLY surprise the crap out of people. Great for chases, fast cutting and action.
  • 28.
    Dark Things-Main Track-
    02:23
    [Dark Suspense] Ethereal, unsettling and atmospheric, this cut features low synths and sound design as a constant bed underneath brief melodic suggestions from orchestral brass, strings and winds. Various percussion provides dramatic accents throughout (waterphone, bells, bullroarer, rainstick) but the tension kicks in @1:05 with a "ticking" clave and an increased incidence of accents. @1:57 a climbing brass figure begins, leading to a suspenseful climax @2:07.
  • 29.
    The Experiment-Main Track-
    02:05
    [Building Tension >> Suspense] This verging-on-atonal arrangement uses shifting washes of high-pitched string pads, bell hits, metallic scrapes, vibes, acoustic guitar harmonics and other harmonically-rich sources to create a "wall-of-sound" backdrop that could suggests innocence, rebirth - or the feeling that something at any second is going to jump out and grab you. Constant metallic "ticking" enters @1:15 and helps suggest movement. Almost a positive-ish version of the Strange Encounter theme.
  • 30.
    Stand-Main Track-
    01:52
    [Tension >> Action >> Aftermath] Tension. Confrontation. Aftermath. Processed synths / drums, atmospheric string/horns and swirling sound design crescendo into an active, attitude-driven feel @:30 as aggressive, driving (actually overdriven) drums underscore ostinato strings and huge, proud horns (in @:50). After a climax @1:00, the piece slowly recedes, leaving ostinato synth piano to fade into a tranquil bed of strings and low synths. Great for standoffs, fast cutting and really aggressive sports.
  • 31.
    Prepare-Main Track-
    01:57
    [Building Suspense >> Action] Increasing levels of mid-tempo tension/suspense build a series of climaxes into a fast-paced action cut. Starting with a gentle bed of harp and tinkling bells that are disrupted by processed orchestral/synth percussion hits that increase in frequency until :35, when processed electronic percussion and climbing marCato (ASCAP) strings provide a driving bed for soaring horns and frequent cymbal hits. @1:30 the dam breaks and the piece becomes a frenzy of activity, with huge orchestral percussion hits and string players playing their little egotistical hearts out. Good for fast cutting, news opens and sports.
  • 32.
    Strike-Main Track-
    02:02
    [Light Drama >> Action >> Aftermath >> Proud Action] Starting with attention-getting electronic percussion hits, a bed of uptempo, movement-filled electronic percussion starts @:10 and string/horn/synth pads build until the feces hits the fan @:29 as unsettlingly fast strings, big horns and big percussive hits assault you. The cut calms to a bed of electronic percussion and strings/horns @:46, then calms even further @1:04, creating a shifting bed of strings and subtle electronic pulses. @1:21 the cut starts building up again, getting denser and louder @1:39 when the pace becomes frantic again and the piece threatens to kill everyone within earshot. Good for sports and Armageddon.
  • 33.
    Decision-Main Track-
    02:18
    [Light Drama / Light Suspense] Orchestral/electronic percussion drives this cut which features atmospheric horns/synths and string pads that grow in intensity and focus as the percussion mix grows (@:52 and 1:26, specifically). Plenty of breaks and pauses allow for easy edits. Midtempo light drama piece that feels like plans are being made and things are getting done. A cut that's good for investigations, intrigue and when you need an extended bed of percussion that's serious but not overpowering.
  • 34.
    Dawn-Main Track-
    02:20
    [Suspense >> Activity >> Tension Build >> Aftermath] Starts with a drone-like amorphous wash of sound that uses low strings, and a processed percussion/metallic hit @:08. By :32, slowly builds to a mid-to-fast tempoed bed of electronic percussion and swirling orchestral pads. @1:04 the percussion takes over. The orchestral elements return @1:20 when the strings and horns slowly build to a tense climactic hit @1:44. The piece then slowly begins to trail off, giving you plenty of time to fade out or use the slowly dying strings for any footage of wounded, destroyed buildings or angry string players who now have some kind of repetitive stress syndrome.
  • 35.
    Gone-Main Track-
    02:18
    [Reflective Light Drama] A collection of discrete, short-but-tense builds. A variety of ways to communicate that something big, dark and dangerous is out there, ranging from distant pounding @:08, to chaotic string/brass swells @:17, to a brass / cymbal swell @:37 and :55.
  • 36.
    Prevail-Main Track-
    01:46
    [Aggressive Drama >> Building Suspense / Insane Action] Mid-to-fast-tempoed modern percussion starts this cut, layered with rhythmic gated distortion and radio interference, creating the impression of military buildups or any threatening action. @:12 strings enter, followed by horns @:24, all building to a full, pounding feel by :36. The cut calms slightly by :48, returning to a vaguely technological or informational feel. The cut becomes frenzied @1:12 with pounding percussion, frantic string playing and masses of horns - all accentuated by tons of big percussive hits which climax @1:36 with a multiple hit ending. Great for action, chases or overly aggressive anything.