v0.39.2: Marching drumline, ensemble rendering, rudiments

Full marching percussion: snare, quads, pitched bass drums.
Part.flam(), Part.diddle(), Part.cheese() rudiment methods.
Part ensemble= for multi-player rendering with timing tendencies.
Sympathetic snare resonance. Updated docs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-28 23:01:18 -04:00
parent 3a8d829010
commit 7d678e364e
5 changed files with 102 additions and 5 deletions
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@@ -10,7 +10,7 @@ the genre -- they tell the listener's body how to move before a single
melodic note is played.
PyTheory includes a complete drum system -- 51 synthesized percussion
sounds, 85+ pattern presets across dozens of genres, and 30 fill presets.
sounds, 95+ pattern presets across dozens of genres, and 30 fill presets.
Every sound is generated from waveforms; no samples needed.
Drum Sounds
@@ -121,10 +121,18 @@ MRIDANGAM_THA (101)
**Djembe:** DJEMBE_BASS (102), DJEMBE_TONE (103), DJEMBE_SLAP (104)
**Cajón:** CAJON_SLAP (109), CAJON_TAP (110)
**Cajón:** CAJON_BASS (108), CAJON_SLAP (109), CAJON_TAP (110)
**Metal Kit:** METAL_KICK (105), METAL_SNARE (106), METAL_HAT (107)
**Marching Snare:** MARCH_SNARE (115), MARCH_RIMSHOT (116), MARCH_CLICK (118)
**Quads (Tenors):** QUAD_1 (119), QUAD_2 (120), QUAD_3 (121), QUAD_4 (122),
QUAD_SPOCK (123)
**Marching Bass:** BASS_1 (124), BASS_2 (125), BASS_3 (126), BASS_4 (127),
BASS_5 (80)
Drum Synthesis
--------------
@@ -496,6 +504,54 @@ bass-slap groove).
score = Score("4/4", bpm=100)
score.drums("cajon", repeats=8, fill="cajon flam", fill_every=4)
Marching Percussion
~~~~~~~~~~~~~~~~~~~
A full drumline — snare, quads (tenors), and pitched bass drums.
Every sound is synthesized: kevlar snare heads, aluminum shell ting
on the quads, felt-beater thwack on the basses.
**Snare** -- 3 sounds: MARCH_SNARE (tight kevlar tap), MARCH_RIMSHOT
(woody-metallic crack), MARCH_CLICK (stick click for count-offs).
**Quads** -- 5 sounds: QUAD_1 through QUAD_4 (high to low pitched
tenors) plus QUAD_SPOCK (rim click on the shell).
**Bass drums** -- 5 pitched drums: BASS_1 (highest/smallest) through
BASS_5 (lowest/biggest), each with a prominent felt-beater thwack.
**6 patterns:** march (basic 4/4), cadence (8-beat street beat),
march paradiddle, march roll (buzz crescendo), quad sweep (run across
all 4 drums), quad groove, bass split (cascading across the line),
bass unison (all 5 hit together), drumline (snare + quads + bass).
**Rudiment methods:** ``Part.flam()``, ``Part.diddle()``, and
``Part.cheese()`` for marching rudiments on any drum sound.
**Ensemble rendering:** ``ensemble=N`` on any Part duplicates the
voice with per-player timing tendencies and micro pitch drift.
``ensemble=8`` for a snare line, ``ensemble=20`` for a massive section.
.. code-block:: python
# Full drumline with ensemble
snares = score.part("snares", synth="sine", volume=0.9,
reverb=0.2, ensemble=8)
quads = score.part("quads", synth="sine", volume=0.5,
reverb=0.2, ensemble=4)
basses = score.part("basses", synth="sine", volume=0.55,
reverb=0.2, ensemble=5)
snares.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
snares.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
# Or use patterns
score.drums("drumline", repeats=4)
**Sympathetic resonance:** The marching snare builds up snare wire
buzz as hits accumulate, and the buzz decays during rests — just like
a real drum.
MIDI Export
-----------
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@@ -507,6 +507,47 @@ effects, and articulations for free. Use this for custom beats that
don't fit a preset pattern, or for one-shot accent hits layered on
top of a pattern.
Rudiments — Flam, Diddle, Cheese
---------------------------------
Marching percussion rudiments as methods on any Part:
.. code-block:: python
from pytheory import DrumSound
p = score.part("snares", synth="sine", volume=0.9)
# Flam: grace note + main hit (gap controls tightness)
p.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
# Diddle: two equal strokes in one note duration
p.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
# Cheese: flam + diddle combined
p.cheese(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
Ensemble
--------
Any Part can be rendered as an ensemble — multiple players with
per-player timing tendencies and micro pitch drift:
.. code-block:: python
# 8-player snare line
snares = score.part("snares", synth="sine", volume=0.9, ensemble=8)
# 20-player string section
strings = score.part("strings", instrument="string_ensemble", ensemble=20)
# Single player (default)
solo = score.part("solo", instrument="violin")
Each ensemble voice gets a consistent timing personality (some rush,
some drag) plus small per-note wobble, and slightly different tuning.
The result sounds like a real section — together but alive.
Swing and Groove
----------------
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@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.39.0"
version = "0.39.2"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
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@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.39.0"
__version__ = "0.39.2"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
Generated
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@@ -690,7 +690,7 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.39.0"
version = "0.39.2"
source = { editable = "." }
dependencies = [
{ name = "scipy", version = "1.15.3", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version < '3.11'" },