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Author SHA1 Message Date
kennethreitz f9c81fe05f v0.31.0: 3 new synths, 38 instrument presets
- Karplus-Strong pluck (physical modeling for guitar/harp/koto)
- Hammond organ (additive drawbar synthesis)
- String ensemble (filtered saw with body resonance formants)
- 38 instrument presets: score.part("lead", instrument="violin")
- Demo updated with pluck_synth, organ_synth, strings_synth

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 21:18:27 -04:00
kennethreitz 931ec905c3 Add 3 new synths + 38 instrument presets
New synths:
- pluck_synth: Karplus-Strong physical modeling (guitar, harp, koto)
- organ_synth: Hammond-style additive drawbar synthesis
- strings_synth: Filtered saw with body resonance formants

38 instrument presets across 7 categories: keys, strings, woodwinds,
brass, plucked, synth, percussion/mallet. Each preset combines synth,
envelope, and effects to approximate real instruments.

score.part("lead", instrument="violin")
Score.list_instruments()

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 21:15:56 -04:00
kennethreitz 799ffbdac9 Add MIT LICENSE file
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 21:02:44 -04:00
kennethreitz b29b33524f v0.30.0: Drums as Parts, split drums, kick-only sidechain, MIDI import
- Drums are real Parts with full effects pipeline
- split=True creates kick/snare/hats/toms/cymbals/percussion Parts
- Sidechain triggers on kick only
- Score.from_midi() imports Standard MIDI Files
- Document split drums workflow

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 20:27:10 -04:00
kennethreitz 25f25c1f23 Split drums into separate Parts: kick, snare, hats, toms, cymbals, percussion
score.drums("rock", split=True) creates independent Parts per group.
Each gets its own effects chain. set_drum_effects() applies to all.
Sidechain triggers on kick only. Render loop handles multiple drum Parts.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 20:26:08 -04:00
kennethreitz 3f1d632285 Sidechain triggers on kick only, not all drum hits
Hi-hats and snares no longer duck the pad — only the kick does.
This is how sidechain compression works in real mixes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 20:22:20 -04:00
kennethreitz 1938037458 Update changelog: drums as Part
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 20:20:05 -04:00
11 changed files with 763 additions and 113 deletions
+22
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@@ -2,6 +2,28 @@
All notable changes to PyTheory are documented here.
## 0.31.0
- 3 new synth engines: Karplus-Strong pluck, Hammond organ, string ensemble with body formants
- 38 instrument presets: `score.part("lead", instrument="violin")`
- Keys, strings, woodwinds, brass, plucked, synth, and mallet categories
- 13 total synth waveforms
## 0.30.0
- Drums are a real Part — same effects pipeline as any voice
- `score.drums("rock", split=True)` splits kit into kick/snare/hats/toms/cymbals/percussion Parts
- Each split Part gets independent effects (reverb on snare, LP on hats, etc.)
- `set_drum_effects()` applies to all drum Parts (split or not)
- Sidechain triggers on kick only — hats and snare don't duck the pad
- MIDI import via `Score.from_midi(path)`
## 0.29.3
- Drums are now a real Part — same effects pipeline as any other voice, zero code duplication
- `score.parts["drums"]` is a standard Part with reverb, delay, lowpass, etc.
- `set_drum_effects()` is sugar over the Part's attributes
## 0.29.2
- Add `score.set_drum_effects()` — reverb, delay, lowpass, distortion, chorus on the drum bus
+21
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2026 Kenneth Reitz
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+44
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@@ -29,6 +29,50 @@ Score:
The default is 0.15 — just enough to feel alive without sounding loose.
Drums Are Parts
~~~~~~~~~~~~~~~~
Drums are a real Part — the same as any melodic voice. You can set
effects on them the same way:
.. code-block:: python
score.drums("rock", repeats=4)
score.parts["drums"].reverb_mix = 0.2
score.parts["drums"].reverb_type = "plate"
Or use the shorthand:
.. code-block:: python
score.set_drum_effects(reverb=0.2, reverb_type="plate", lowpass=8000)
Split Drums
~~~~~~~~~~~
For maximum control, split the kit into separate Parts — kick, snare,
hats, toms, cymbals, and percussion — each with independent effects:
.. code-block:: python
score.drums("rock", repeats=4, split=True)
# Now each group is its own Part
score.parts["snare"].reverb_mix = 0.3
score.parts["snare"].reverb_type = "plate"
score.parts["hats"].lowpass = 7000
score.parts["kick"] # dry, no effects
# set_drum_effects still works — applies to all drum Parts
score.set_drum_effects(reverb=0.1)
This is how real studios work — the snare gets its own reverb send,
the hats get their own EQ, the kick stays dry and punchy. Now you
can do the same thing in Python.
Sidechain compression triggers on kick hits only — hi-hats and snares
don't duck the pad.
Every drum sound is stereo-panned like a real kit — kick and snare
center, hi-hat right, crash left, toms spread across the field,
percussion instruments placed naturally. Put on headphones and you'll
+83
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@@ -341,6 +341,89 @@ Reverb is also stereo — the left and right channels get different
early reflection patterns, so the reverb tail occupies real space
in the stereo field rather than sitting dead center.
Physical Modeling
-----------------
Three synths go beyond traditional waveform synthesis into physical
modeling territory — they simulate how real instruments produce sound.
Karplus-Strong Pluck
~~~~~~~~~~~~~~~~~~~~
A burst of noise fed into a short delay line. The delay length sets
the pitch, the feedback filter models the string decaying. This is
how every physical modeling synth since 1983 does plucked strings.
It sounds genuinely like a real guitar, harp, or koto.
.. code-block:: python
guitar = score.part("guitar", synth="pluck_synth")
harp = score.part("harp", instrument="harp") # uses pluck_synth
Hammond Organ
~~~~~~~~~~~~~
Additive synthesis with drawbar harmonics — sine waves at the
fundamental plus 2nd, 3rd, 4th, 5th, 6th, and 8th harmonics mixed
at musical levels. Warm, round, unmistakably organ.
.. code-block:: python
organ = score.part("organ", synth="organ_synth")
String Ensemble
~~~~~~~~~~~~~~~
Filtered sawtooth with body resonance formants at ~500 Hz and ~1500 Hz,
modeling the way a violin or cello body shapes the sound. Warmer and
more "wooden" than a raw saw wave.
.. code-block:: python
violin = score.part("violin", synth="strings_synth")
Instrument Presets
------------------
Instead of choosing synth + envelope + effects manually, use an
instrument preset — 38 predefined combinations that approximate real
instruments:
.. code-block:: python
piano = score.part("piano", instrument="piano")
violin = score.part("violin", instrument="violin")
guitar = score.part("guitar", instrument="acoustic_guitar")
organ = score.part("organ", instrument="organ")
bass = score.part("bass", instrument="upright_bass")
Available instruments:
**Keys**: piano, electric_piano, organ, harpsichord, celesta, music_box
**Strings**: violin, viola, cello, contrabass, string_ensemble
**Woodwinds**: flute, clarinet, oboe, bassoon
**Brass**: trumpet, trombone, french_horn, tuba, brass_ensemble
**Plucked**: acoustic_guitar, electric_guitar, distorted_guitar,
bass_guitar, upright_bass, harp, sitar, koto
**Synth**: synth_lead, synth_pad, synth_bass, acid_bass, 808_bass
**Percussion**: vibraphone, marimba, xylophone, glockenspiel, tubular_bells
Explicit kwargs override preset defaults:
.. code-block:: python
# Piano with extra reverb
piano = score.part("piano", instrument="piano", reverb=0.5)
# Violin panned left
violin = score.part("v", instrument="violin", pan=-0.4)
Choosing Synth and Envelope Combos
----------------------------------
+1 -1
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@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.29.0"
version = "0.31.0"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
+3 -3
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@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.29.0"
__version__ = "0.31.0"
from .tones import Tone, Interval
from .systems import System, SYSTEMS
@@ -8,7 +8,7 @@ from .scales import TonedScale, Key, PROGRESSIONS
from .chords import Chord, Fretboard, analyze_progression
from .charts import CHARTS, Fingering, charts_for_fretboard
from .rhythm import Duration, TimeSignature, Rest, Score, Part, Section, DrumSound, Pattern
from .rhythm import Duration, TimeSignature, Rest, Score, Part, Section, DrumSound, Pattern, INSTRUMENTS
from .rhythm import Note as RhythmNote # rhythm.Note (tone + duration pairing)
from .play import (play, save, save_midi, play_progression, play_pattern,
@@ -25,5 +25,5 @@ __all__ = [
"play", "save", "save_midi", "play_progression", "play_pattern",
"play_score", "Synth", "Envelope",
"Duration", "TimeSignature", "RhythmNote", "Rest", "Score", "Part",
"DrumSound", "Pattern", "Section",
"DrumSound", "Pattern", "Section", "INSTRUMENTS",
]
+5 -5
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@@ -230,7 +230,7 @@ def cmd_demo(args):
{"name": "Bossa Nova", "key": ("A", "minor"), "drums": "bossa nova",
"fill": "bossa nova", "bpm": 140,
"prog": ("i", "iv", "V", "i"),
"lead": ("triangle", "strings", 0.2, -0.1),
"lead": ("pluck_synth", "none", 0.2, -0.1),
"pad": ("fm", "pad", -0.2),
"bass_lp": 600, "reverb_type": "plate"},
{"name": "Jazz Club", "key": ("Bb", "major"), "drums": "jazz",
@@ -254,8 +254,8 @@ def cmd_demo(args):
{"name": "Reggae", "key": ("G", "major"), "drums": "reggae",
"fill": "reggae", "bpm": 80,
"prog": ("I", "IV", "V", "IV"),
"lead": ("triangle", "strings", 0.25, 0.15),
"pad": ("pwm_slow", "pad", -0.3),
"lead": ("pluck_synth", "none", 0.25, 0.15),
"pad": ("organ_synth", "organ", -0.3),
"bass_lp": 400, "reverb_type": "cathedral"},
{"name": "Funk", "key": ("E", "minor"), "drums": "funk",
"fill": "funk", "bpm": 100,
@@ -272,8 +272,8 @@ def cmd_demo(args):
{"name": "Temple", "key": ("E", "minor"), "drums": "bolero",
"fill": "bossa nova", "bpm": 65,
"prog": ("i", "iv", "V", "i"),
"lead": ("triangle", "pluck", 0.3, 0.2),
"pad": ("sine", "pad", 0.0),
"lead": ("pluck_synth", "none", 0.3, 0.2),
"pad": ("strings_synth", "pad", 0.0),
"bass_lp": 200, "reverb_type": "taj_mahal"},
]
+141 -42
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@@ -190,6 +190,97 @@ def pwm_fast_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
return pwm_wave(hz, peak, n_samples, lfo_rate=3.0)
def pluck_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""Karplus-Strong plucked string synthesis.
A burst of noise is fed into a short delay line with feedback —
the delay length determines the pitch, and the feedback filter
determines the decay. This is how every physical modeling synth
since 1983 does plucked strings. It sounds genuinely like a real
guitar, harp, or koto — not a synth approximation.
The algorithm: fill a buffer with random noise the length of one
period, then repeatedly average adjacent samples. The averaging
acts as a lowpass filter, gradually removing high harmonics —
exactly what a real vibrating string does as energy dissipates.
"""
period = int(SAMPLE_RATE / hz)
if period < 2:
period = 2
# Initial noise burst — the "pluck"
buf = numpy.random.uniform(-1.0, 1.0, period).astype(numpy.float64)
out = numpy.zeros(n_samples, dtype=numpy.float64)
for i in range(n_samples):
out[i] = buf[i % period]
# Averaging filter: smooth adjacent samples (Karplus-Strong)
buf[i % period] = 0.5 * (buf[i % period] + buf[(i + 1) % period]) * 0.998
return (peak * out).astype(numpy.int16)
def organ_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""Hammond organ — additive synthesis with drawbar harmonics.
A real Hammond B3 has 9 drawbars that mix sine waves at different
harmonics. This models the classic "full" registration with all
drawbars pulled: fundamental, 2nd, 3rd, 4th, 5th, 6th, and 8th
harmonics at musical levels.
The result is warm, rich, and unmistakably organ — somewhere
between a sine wave and a square wave, with that characteristic
hollow roundness.
"""
t = numpy.arange(n_samples, dtype=numpy.float64) / SAMPLE_RATE
# Drawbar levels (inspired by 888800000 — full even harmonics)
wave = (numpy.sin(2 * numpy.pi * hz * t) * 1.0 + # 16' fundamental
numpy.sin(2 * numpy.pi * hz * 2 * t) * 0.8 + # 8'
numpy.sin(2 * numpy.pi * hz * 3 * t) * 0.6 + # 5 1/3'
numpy.sin(2 * numpy.pi * hz * 4 * t) * 0.5 + # 4'
numpy.sin(2 * numpy.pi * hz * 5 * t) * 0.3 + # 2 2/3'
numpy.sin(2 * numpy.pi * hz * 6 * t) * 0.25 + # 2'
numpy.sin(2 * numpy.pi * hz * 8 * t) * 0.15) # 1 3/5'
wave /= 3.5 # normalize
return (peak * wave).astype(numpy.int16)
def strings_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""String ensemble — filtered saw with body resonance formants.
Goes beyond raw sawtooth by modeling the resonant body of a
stringed instrument. Two formant peaks (at ~500 Hz and ~1500 Hz)
shape the spectrum the way a violin or cello body does — boosting
certain frequencies and cutting others.
The result is warmer and more "wooden" than a raw saw wave,
with the characteristic nasal quality of bowed strings.
"""
# Base: sawtooth (all harmonics, like a bowed string)
length = SAMPLE_RATE / float(hz)
omega = numpy.pi * 2 / length
xvalues = numpy.arange(int(length)) * omega
onecycle = scipy.signal.sawtooth(xvalues, width=1)
wave = numpy.resize(onecycle, (n_samples,)).astype(numpy.float64)
# Body resonance formants — two bandpass peaks
# Formant 1: ~500 Hz (body resonance)
f1 = 500
bw1 = 200
b1, a1 = scipy.signal.butter(2, [max(20, f1 - bw1), f1 + bw1],
btype='band', fs=SAMPLE_RATE)
formant1 = scipy.signal.lfilter(b1, a1, wave)
# Formant 2: ~1500 Hz (bridge/top plate)
f2 = 1500
bw2 = 400
b2, a2 = scipy.signal.butter(2, [f2 - bw2, f2 + bw2],
btype='band', fs=SAMPLE_RATE)
formant2 = scipy.signal.lfilter(b2, a2, wave)
# Mix: original (attenuated) + formants
mixed = wave * 0.3 + formant1 * 0.4 + formant2 * 0.3
return (peak * mixed).astype(numpy.int16)
def _apply_envelope(samples, attack, decay, sustain, release, sample_rate=SAMPLE_RATE):
"""Apply an ADSR amplitude envelope to a sample array.
@@ -291,6 +382,9 @@ class Synth(Enum):
SUPERSAW = "supersaw"
PWM_SLOW = "pwm_slow"
PWM_FAST = "pwm_fast"
PLUCK = "pluck_synth"
ORGAN = "organ_synth"
STRINGS = "strings_synth"
def __call__(self, hz, **kwargs):
"""Make Synth members callable — dispatches to the wave function."""
@@ -302,6 +396,8 @@ _SYNTH_FUNCTIONS = {
"square": square_wave, "pulse": pulse_wave, "fm": fm_wave,
"noise": noise_wave, "supersaw": supersaw_wave,
"pwm_slow": pwm_slow_wave, "pwm_fast": pwm_fast_wave,
"pluck_synth": pluck_wave, "organ_synth": organ_wave,
"strings_synth": strings_wave,
}
@@ -1952,54 +2048,57 @@ def render_score(score):
DrumSound.MARACAS.value: 0.3,
}
# Drum hits — render to mono sidechain trigger + stereo output
# Render all drum Parts (may be one "drums" or split into kick/snare/hats/etc.)
import random as _drum_rnd
drum_buf = numpy.zeros(total_samples, dtype=numpy.float32) # mono for sidechain
drum_buf = numpy.zeros(total_samples, dtype=numpy.float32) # mono for sidechain (kick only)
drum_stereo = numpy.zeros((total_samples, 2), dtype=numpy.float32)
drum_swing = score.swing
drum_humanize = getattr(score, '_drum_humanize', 0.3) # subtle by default
for hit in score._drum_hits:
pos = hit.position
if drum_swing > 0:
beat_frac = pos % 1.0
if 0.1 < beat_frac < 0.9:
pos += drum_swing * 0.15
if has_tempo_changes:
start = _beat_to_sample(pos, tempo_map)
else:
start = int(pos * samples_per_beat)
# Humanize: random timing jitter + velocity variation
if drum_humanize > 0:
max_offset = int(drum_humanize * 0.03 * samples_per_beat)
start += _drum_rnd.randint(-max_offset, max_offset)
start = max(0, start)
if start >= total_samples or start < 0:
continue
remaining = total_samples - start
hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
wave = _render_drum_hit(hit.sound.value, hit_len)
vel = hit.velocity
if drum_humanize > 0:
vel_jitter = int(drum_humanize * 10)
vel = max(1, min(127, vel + _drum_rnd.randint(-vel_jitter, vel_jitter)))
vel_scale = vel / 127.0
mono_hit = wave * vel_scale * 0.7
# Mono sidechain trigger (always center)
drum_buf[start:start + hit_len] += mono_hit
# Stereo panned output
pan = _DRUM_PAN.get(hit.sound.value, 0.0)
panned = _pan_to_stereo(mono_hit, pan)
drum_stereo[start:start + hit_len] += panned
drum_humanize = getattr(score, '_drum_humanize', 0.15)
# Apply drum Part effects through the same pipeline as any other Part
drums_part = score.parts.get("drums")
if drums_part:
has_drum_fx = (drums_part.lowpass > 0 or drums_part.delay_mix > 0
or drums_part.reverb_mix > 0 or drums_part.distortion_mix > 0
or drums_part.chorus_mix > 0)
drum_parts = [p for p in score.parts.values() if p.is_drums]
for drum_part in drum_parts:
part_stereo = numpy.zeros((total_samples, 2), dtype=numpy.float32)
for hit in drum_part._drum_hits:
pos = hit.position
if drum_swing > 0:
beat_frac = pos % 1.0
if 0.1 < beat_frac < 0.9:
pos += drum_swing * 0.15
if has_tempo_changes:
start = _beat_to_sample(pos, tempo_map)
else:
start = int(pos * samples_per_beat)
if drum_humanize > 0:
max_offset = int(drum_humanize * 0.03 * samples_per_beat)
start += _drum_rnd.randint(-max_offset, max_offset)
start = max(0, start)
if start >= total_samples or start < 0:
continue
remaining = total_samples - start
hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
wave = _render_drum_hit(hit.sound.value, hit_len)
vel = hit.velocity
if drum_humanize > 0:
vel_jitter = int(drum_humanize * 10)
vel = max(1, min(127, vel + _drum_rnd.randint(-vel_jitter, vel_jitter)))
vel_scale = vel / 127.0
mono_hit = wave * vel_scale * 0.7
# Sidechain trigger — kick only
if hit.sound.value == DrumSound.KICK.value:
drum_buf[start:start + hit_len] += mono_hit
# Stereo panned output for this drum Part
pan = _DRUM_PAN.get(hit.sound.value, 0.0)
panned = _pan_to_stereo(mono_hit, pan)
part_stereo[start:start + hit_len] += panned
# Apply this drum Part's effects
has_drum_fx = (drum_part.lowpass > 0 or drum_part.delay_mix > 0
or drum_part.reverb_mix > 0 or drum_part.distortion_mix > 0
or drum_part.chorus_mix > 0)
if has_drum_fx:
for ch in range(2):
drum_stereo[:, ch] = _apply_part_effects(drum_stereo[:, ch], drums_part)
part_stereo[:, ch] = _apply_part_effects(part_stereo[:, ch], drum_part)
drum_stereo += part_stereo
# Apply sidechain compression to parts that request it
for part, part_buf in _pending_sidechain:
+367 -60
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@@ -7,6 +7,217 @@ from enum import Enum
from typing import Optional
# ── Instrument presets ────────────────────────────────────────────────────────
# Predefined combinations of synth, envelope, effects, and parameters that
# approximate real instruments. Used by ``Score.part(instrument=...)``.
INSTRUMENTS = {
# ── Keys ──
"piano": {
"synth": "fm", "envelope": "piano",
"detune": 5, "chorus": 0.1, "chorus_rate": 0.3,
"lowpass": 6000,
},
"electric_piano": { # Rhodes/Wurlitzer
"synth": "fm", "envelope": "piano",
"detune": 6, "chorus": 0.2, "chorus_rate": 1.0,
"lowpass": 4000,
},
"organ": {
"synth": "organ_synth", "envelope": "organ",
"chorus": 0.2, "chorus_rate": 5.5,
"lowpass": 5000,
},
"harpsichord": {
"synth": "pluck_synth", "envelope": "none",
"lowpass": 3500,
},
"celesta": {
"synth": "fm", "envelope": "bell",
"lowpass": 8000,
"reverb": 0.3, "reverb_type": "plate",
},
"music_box": {
"synth": "sine", "envelope": "bell",
"lowpass": 6000,
"reverb": 0.25, "reverb_type": "plate",
},
# ── Strings ──
"violin": {
"synth": "strings_synth", "envelope": "strings",
"detune": 4, "lowpass": 5000,
"humanize": 0.15,
},
"viola": {
"synth": "strings_synth", "envelope": "strings",
"detune": 4, "lowpass": 3500,
"humanize": 0.15,
},
"cello": {
"synth": "strings_synth", "envelope": "strings",
"detune": 4, "lowpass": 2500,
"humanize": 0.15,
},
"contrabass": {
"synth": "strings_synth", "envelope": "strings",
"detune": 3, "lowpass": 1500,
"humanize": 0.1,
},
"string_ensemble": {
"synth": "strings_synth", "envelope": "pad",
"detune": 12, "spread": 0.6,
"chorus": 0.2, "chorus_rate": 0.5,
"lowpass": 4000,
},
# ── Woodwinds ──
"flute": {
"synth": "sine", "envelope": "strings",
"lowpass": 4000,
"humanize": 0.2,
},
"clarinet": {
"synth": "square", "envelope": "strings",
"lowpass": 3000,
"humanize": 0.15,
},
"oboe": {
"synth": "saw", "envelope": "strings",
"lowpass": 3500, "lowpass_q": 1.2,
"humanize": 0.15,
},
"bassoon": {
"synth": "saw", "envelope": "strings",
"lowpass": 2000,
"humanize": 0.15,
},
# ── Brass ──
"trumpet": {
"synth": "saw", "envelope": "pluck",
"detune": 3, "lowpass": 4000, "lowpass_q": 1.1,
"humanize": 0.15,
},
"trombone": {
"synth": "saw", "envelope": "strings",
"detune": 3, "lowpass": 2500,
"humanize": 0.15,
},
"french_horn": {
"synth": "saw", "envelope": "strings",
"detune": 4, "lowpass": 2000,
"chorus": 0.1,
"humanize": 0.15,
},
"tuba": {
"synth": "saw", "envelope": "strings",
"detune": 3, "lowpass": 1200,
"humanize": 0.1,
},
"brass_ensemble": {
"synth": "saw", "envelope": "strings",
"detune": 10, "spread": 0.4,
"lowpass": 3000,
"chorus": 0.15,
},
# ── Plucked ──
"acoustic_guitar": {
"synth": "pluck_synth", "envelope": "none",
"lowpass": 4000,
"humanize": 0.2,
},
"electric_guitar": {
"synth": "saw", "envelope": "pluck",
"detune": 5, "lowpass": 3500,
"humanize": 0.15,
},
"distorted_guitar": {
"synth": "saw", "envelope": "pluck",
"detune": 8, "distortion": 0.6, "distortion_drive": 5.0,
"lowpass": 3000,
"humanize": 0.15,
},
"bass_guitar": {
"synth": "triangle", "envelope": "pluck",
"lowpass": 1000,
"humanize": 0.1,
},
"upright_bass": {
"synth": "sine", "envelope": "pluck",
"lowpass": 800,
"humanize": 0.15,
},
"harp": {
"synth": "pluck_synth", "envelope": "none",
"lowpass": 5000,
"reverb": 0.3, "reverb_type": "plate",
},
"sitar": {
"synth": "saw", "envelope": "pluck",
"detune": 12, "lowpass": 3000, "lowpass_q": 1.5,
"humanize": 0.2,
},
"koto": {
"synth": "pluck_synth", "envelope": "none",
"lowpass": 4000,
"reverb": 0.2,
},
# ── Synth presets ──
"synth_lead": {
"synth": "saw", "envelope": "pluck",
"detune": 8, "lowpass": 3000,
"delay": 0.2, "delay_time": 0.25, "delay_feedback": 0.3,
},
"synth_pad": {
"synth": "supersaw", "envelope": "pad",
"detune": 12, "spread": 0.6,
"chorus": 0.2,
},
"synth_bass": {
"synth": "saw", "envelope": "pluck",
"lowpass": 800, "lowpass_q": 1.3,
},
"acid_bass": {
"synth": "saw", "envelope": "pad",
"legato": True, "glide": 0.03,
"distortion": 0.7, "distortion_drive": 8.0,
"lowpass": 800, "lowpass_q": 5.0,
},
"808_bass": {
"synth": "sine", "envelope": "pluck",
"distortion": 0.4, "distortion_drive": 2.5,
"lowpass": 200, "lowpass_q": 1.5,
},
# ── Percussion / Mallet ──
"vibraphone": {
"synth": "fm", "envelope": "bell",
"lowpass": 5000,
"reverb": 0.3, "reverb_type": "plate",
},
"marimba": {
"synth": "sine", "envelope": "pluck",
"lowpass": 3000,
},
"xylophone": {
"synth": "fm", "envelope": "pluck",
"lowpass": 6000,
},
"glockenspiel": {
"synth": "fm", "envelope": "bell",
"lowpass": 8000,
"reverb": 0.2,
},
"tubular_bells": {
"synth": "fm", "envelope": "bell",
"reverb": 0.4, "reverb_type": "cathedral",
},
}
class Duration(Enum):
"""Note durations in beats (quarter note = 1 beat)."""
@@ -1837,45 +2048,54 @@ class Score:
}
def set_drum_effects(self, **kwargs) -> "Score":
"""Set effects on the drum bus.
"""Set effects on all drum parts.
The drums Part is a real Part — set effects the same way
you would on any other part.
When drums are split, applies to every drum Part (kick, snare,
hats, etc.). When not split, applies to the single drums Part.
Example::
score.set_drum_effects(reverb=0.2, reverb_type="plate")
"""
p = self._ensure_drums_part()
param_map = {"reverb": "reverb_mix", "delay": "delay_mix",
"distortion": "distortion_mix", "chorus": "chorus_mix"}
for k, v in kwargs.items():
attr = param_map.get(k, k)
setattr(p, attr, v)
drum_parts = [p for p in self.parts.values() if p.is_drums]
if not drum_parts:
drum_parts = [self._ensure_drums_part()]
for p in drum_parts:
for k, v in kwargs.items():
attr = param_map.get(k, k)
setattr(p, attr, v)
return self
def part(self, name: str, *, synth: str = "sine",
envelope: str = "piano", volume: float = 0.5,
reverb: float = 0.0, reverb_decay: float = 1.0,
reverb_type: str = "algorithmic",
delay: float = 0.0, delay_time: float = 0.375,
delay_feedback: float = 0.4,
lowpass: float = 0.0, lowpass_q: float = 0.707,
distortion: float = 0.0, distortion_drive: float = 3.0,
legato: bool = False, glide: float = 0.0,
chorus: float = 0.0, chorus_rate: float = 1.5,
chorus_depth: float = 0.003,
def part(self, name: str, *, instrument: str = None,
synth: str = None, envelope: str = None,
volume: float = None,
reverb: float = None, reverb_decay: float = None,
reverb_type: str = None,
delay: float = None, delay_time: float = None,
delay_feedback: float = None,
lowpass: float = None, lowpass_q: float = None,
distortion: float = None, distortion_drive: float = None,
legato: bool = None, glide: float = None,
chorus: float = None, chorus_rate: float = None,
chorus_depth: float = None,
swing: Optional[float] = None,
humanize: float = 0.0,
sidechain: float = 0.0,
sidechain_release: float = 0.1,
detune: float = 0.0,
pan: float = 0.0,
spread: float = 0.0) -> Part:
humanize: float = None,
sidechain: float = None,
sidechain_release: float = None,
detune: float = None,
pan: float = None,
spread: float = None) -> Part:
"""Create a named part with its own synth voice and effects.
Args:
name: Part name (e.g. ``"lead"``, ``"bass"``, ``"pads"``).
instrument: Instrument preset name (e.g. ``"piano"``,
``"violin"``, ``"808_bass"``). See :data:`INSTRUMENTS`
for the full list. When set, the preset's synth, envelope,
and effects are used as defaults; any explicit keyword
argument still overrides the preset value.
synth: Waveform — ``"sine"``, ``"saw"``, ``"triangle"``,
``"square"``, ``"pulse"``, ``"fm"``, ``"noise"``,
``"supersaw"``, ``"pwm_slow"``, ``"pwm_fast"``.
@@ -1923,23 +2143,72 @@ class Score:
lead = score.part("lead", synth="saw", envelope="pluck",
reverb=0.3, delay=0.25, lowpass=3000)
# Or use an instrument preset:
piano = score.part("keys", instrument="piano")
"""
p = Part(name, synth=synth, envelope=envelope, volume=volume,
reverb=reverb, reverb_decay=reverb_decay,
reverb_type=reverb_type,
delay=delay, delay_time=delay_time,
delay_feedback=delay_feedback,
lowpass=lowpass, lowpass_q=lowpass_q,
distortion=distortion, distortion_drive=distortion_drive,
legato=legato, glide=glide,
chorus=chorus, chorus_rate=chorus_rate,
chorus_depth=chorus_depth,
swing=swing, humanize=humanize,
sidechain=sidechain, sidechain_release=sidechain_release,
detune=detune, pan=pan, spread=spread)
# Default values for all Part parameters.
_defaults = {
"synth": "sine", "envelope": "piano", "volume": 0.5,
"reverb": 0.0, "reverb_decay": 1.0, "reverb_type": "algorithmic",
"delay": 0.0, "delay_time": 0.375, "delay_feedback": 0.4,
"lowpass": 0.0, "lowpass_q": 0.707,
"distortion": 0.0, "distortion_drive": 3.0,
"legato": False, "glide": 0.0,
"chorus": 0.0, "chorus_rate": 1.5, "chorus_depth": 0.003,
"swing": None, "humanize": 0.0,
"sidechain": 0.0, "sidechain_release": 0.1,
"detune": 0.0, "pan": 0.0, "spread": 0.0,
}
# If an instrument preset is specified, layer it on top of defaults.
if instrument is not None:
preset = INSTRUMENTS.get(instrument)
if preset is None:
raise ValueError(
f"Unknown instrument: {instrument!r}. "
f"Use Score.list_instruments() to see available presets."
)
_defaults.update(preset)
# Collect explicitly-provided kwargs (non-None) and override defaults.
explicit = {}
_locals = {
"synth": synth, "envelope": envelope, "volume": volume,
"reverb": reverb, "reverb_decay": reverb_decay,
"reverb_type": reverb_type,
"delay": delay, "delay_time": delay_time,
"delay_feedback": delay_feedback,
"lowpass": lowpass, "lowpass_q": lowpass_q,
"distortion": distortion, "distortion_drive": distortion_drive,
"legato": legato, "glide": glide,
"chorus": chorus, "chorus_rate": chorus_rate,
"chorus_depth": chorus_depth,
"swing": swing, "humanize": humanize,
"sidechain": sidechain, "sidechain_release": sidechain_release,
"detune": detune, "pan": pan, "spread": spread,
}
for k, v in _locals.items():
if v is not None:
explicit[k] = v
merged = {**_defaults, **explicit}
p = Part(name, **merged)
self.parts[name] = p
return p
@classmethod
def list_instruments(cls) -> list:
"""Return a sorted list of available instrument preset names.
Example::
Score.list_instruments()
# ['808_bass', 'acid_bass', 'acoustic_guitar', ...]
"""
return sorted(INSTRUMENTS.keys())
def add_pattern(self, pattern, repeats: int = 1) -> "Score":
"""Add a drum pattern to this score.
@@ -1967,46 +2236,84 @@ class Score:
return self.add_pattern(fill_pattern, repeats=1)
def drums(self, preset: str, repeats: int = 4, fill: str = None,
fill_every: int = None) -> "Score":
"""Add a drum pattern by preset name, with optional auto-fills.
# Drum sound groups for split mode
_DRUM_GROUPS = {
"kick": {DrumSound.KICK.value},
"snare": {DrumSound.SNARE.value, DrumSound.RIMSHOT.value, DrumSound.CLAP.value},
"hats": {DrumSound.CLOSED_HAT.value, DrumSound.OPEN_HAT.value, DrumSound.PEDAL_HAT.value},
"toms": {DrumSound.LOW_TOM.value, DrumSound.MID_TOM.value, DrumSound.HIGH_TOM.value},
"cymbals": {DrumSound.CRASH.value, DrumSound.RIDE.value, DrumSound.RIDE_BELL.value},
"percussion": {DrumSound.COWBELL.value, DrumSound.CLAVE.value, DrumSound.SHAKER.value,
DrumSound.TAMBOURINE.value, DrumSound.CONGA_HIGH.value, DrumSound.CONGA_LOW.value,
DrumSound.BONGO_HIGH.value, DrumSound.BONGO_LOW.value, DrumSound.TIMBALE_HIGH.value,
DrumSound.TIMBALE_LOW.value, DrumSound.AGOGO_HIGH.value, DrumSound.AGOGO_LOW.value,
DrumSound.GUIRO.value, DrumSound.MARACAS.value},
}
Shorthand for ``score.add_pattern(Pattern.preset(name), repeats=n)``.
def drums(self, preset: str, repeats: int = 4, fill: str = None,
fill_every: int = None, split: bool = False) -> "Score":
"""Add a drum pattern by preset name, with optional auto-fills.
Args:
preset: Pattern preset name (e.g. ``"bossa nova"``, ``"rock"``).
repeats: Number of times to repeat (default 4).
fill: Optional fill name. When provided, groove bars are
periodically replaced with the named fill pattern.
fill_every: Replace every Nth bar with a fill. If *fill* is
provided but *fill_every* is not, defaults to filling only
the last bar.
fill: Optional fill name.
fill_every: Replace every Nth bar with a fill.
split: If True, create separate Parts for kick, snare, hats,
toms, cymbals, and percussion — each with independent
effects. Access via ``score.parts["kick"]``, etc.
Returns:
Self for chaining.
Example::
>>> score = Score("4/4", bpm=140)
>>> score.drums("bossa nova", repeats=4)
>>> score.drums("rock", repeats=4, split=True)
>>> score.parts["snare"].reverb_mix = 0.3
>>> score.parts["hats"].lowpass = 6000
"""
if fill is None:
return self.add_pattern(Pattern.preset(preset), repeats=repeats)
self.add_pattern(Pattern.preset(preset), repeats=repeats)
else:
groove = Pattern.preset(preset)
fill_pattern = Pattern.fill(fill)
if fill_every is None:
fill_every = repeats
for bar in range(1, repeats + 1):
if bar % fill_every == 0:
self.add_pattern(fill_pattern, repeats=1)
else:
self.add_pattern(groove, repeats=1)
groove = Pattern.preset(preset)
fill_pattern = Pattern.fill(fill)
if split:
self._split_drums()
if fill_every is None:
# Fill only the last bar
fill_every = repeats
for bar in range(1, repeats + 1):
if bar % fill_every == 0:
self.add_pattern(fill_pattern, repeats=1)
else:
self.add_pattern(groove, repeats=1)
return self
def _split_drums(self):
"""Move drum hits from the 'drums' Part into separate group Parts."""
drums_part = self.parts.get("drums")
if not drums_part:
return
all_hits = list(drums_part._drum_hits)
pattern_beats = drums_part._drum_pattern_beats
drums_part._drum_hits.clear()
drums_part._drum_pattern_beats = 0.0
for group_name, sound_values in self._DRUM_GROUPS.items():
group_hits = [h for h in all_hits if h.sound.value in sound_values]
if group_hits:
if group_name not in self.parts:
self.parts[group_name] = Part(group_name, synth="sine", volume=0.7)
p = self.parts[group_name]
p._drum_hits.extend(group_hits)
p._drum_pattern_beats = max(p._drum_pattern_beats, pattern_beats)
# Remove empty drums Part
if not drums_part._drum_hits and "drums" in self.parts:
del self.parts["drums"]
def add(self, tone_or_chord, duration=Duration.QUARTER) -> "Score":
"""Add a note to the default (unnamed) part.
+75 -1
View File
@@ -5312,7 +5312,7 @@ def test_supersaw_wave():
@needs_portaudio
def test_all_synths_in_enum():
from pytheory.play import Synth
assert len(Synth) == 10
assert len(Synth) == 13
for s in Synth:
wave = s(440, n_samples=1000)
assert len(wave) == 1000
@@ -6451,3 +6451,77 @@ def test_from_midi_note_durations(tmp_path):
assert len(sounding) == 2
assert abs(sounding[0].beats - 4.0) < 0.01
assert abs(sounding[1].beats - 2.0) < 0.01
# ── Instrument presets ────────────────────────────────────────────────────────
def test_instrument_piano():
from pytheory import Score, Duration
score = Score("4/4", bpm=120)
p = score.part("p", instrument="piano")
assert p.synth == "fm"
assert p.envelope == "piano"
assert p.detune == 5
assert p.lowpass == 6000
assert p.chorus_mix == 0.1
def test_instrument_violin():
from pytheory import Score
score = Score("4/4", bpm=120)
p = score.part("v", instrument="violin")
assert p.synth == "strings_synth"
assert p.envelope == "strings"
assert p.humanize == 0.15
assert p.lowpass == 5000
def test_instrument_override():
from pytheory import Score
score = Score("4/4", bpm=120)
# Explicit synth overrides the preset's "fm"
p = score.part("p", instrument="piano", synth="saw")
assert p.synth == "saw"
# Other preset values still apply
assert p.envelope == "piano"
assert p.detune == 5
def test_instrument_unknown_raises():
from pytheory import Score
score = Score("4/4", bpm=120)
with pytest.raises(ValueError, match="Unknown instrument"):
score.part("x", instrument="kazoo")
def test_list_instruments():
from pytheory import Score, INSTRUMENTS
result = Score.list_instruments()
assert isinstance(result, list)
assert result == sorted(result)
assert "piano" in result
assert "violin" in result
assert "808_bass" in result
assert len(result) == len(INSTRUMENTS)
def test_instrument_effects():
from pytheory import Score
score = Score("4/4", bpm=120)
p = score.part("c", instrument="celesta")
assert p.reverb_mix == 0.3
assert p.reverb_type == "plate"
assert p.synth == "fm"
assert p.envelope == "bell"
def test_instrument_808_bass():
from pytheory import Score
score = Score("4/4", bpm=120)
p = score.part("b", instrument="808_bass")
assert p.distortion_mix == 0.4
assert p.distortion_drive == 2.5
assert p.lowpass == 200
assert p.lowpass_q == 1.5
assert p.synth == "sine"
assert p.envelope == "pluck"
Generated
+1 -1
View File
@@ -707,7 +707,7 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.29.0"
version = "0.31.0"
source = { editable = "." }
dependencies = [
{ name = "numeral" },