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@@ -2,6 +2,88 @@
|
||||
|
||||
All notable changes to PyTheory are documented here.
|
||||
|
||||
## 0.39.2
|
||||
|
||||
- **Marching percussion** — snare, rimshot, and stick click sounds with
|
||||
high-tension kevlar synthesis and woody-metallic rimshot crack
|
||||
- **`Part.flam()`**, **`Part.diddle()`**, **`Part.cheese()`** — marching
|
||||
rudiment methods for any drum sound
|
||||
- **`Part ensemble=`** — duplicate voices with per-player timing tendencies
|
||||
and micro pitch drift. Works on any Part (drumline, string section, choir).
|
||||
`ensemble=20` for a full snare line, `ensemble=4` for a string quartet.
|
||||
- **Sympathetic resonance** — marching snare buzz builds up with repeated
|
||||
hits, decays during rests (like real snare wire response)
|
||||
- **4 marching patterns** — march, cadence, paradiddle, roll
|
||||
- **Chakradar tabla pattern** — 16-beat tihai of tihais composition
|
||||
- Song #32: Snare Cadence (flams, diddles, cheese, triplets, 32nds)
|
||||
|
||||
## 0.39.1
|
||||
|
||||
- **Chakradar tabla pattern** — 16-beat tihai of tihais composition with
|
||||
3 escalating phrases and a crescendo triplet finale
|
||||
|
||||
## 0.39.0
|
||||
|
||||
- **Dropped `numeral` dependency** — Roman numeral helpers inlined,
|
||||
reducing supply chain surface (#47)
|
||||
- **`Part.ramp()`** — smooth parameter automation with 4 interpolation
|
||||
curves (linear, ease_in, ease_out, ease_in_out)
|
||||
- **Articulations** — staccato, legato, marcato, tenuto, accent, fermata
|
||||
- **Dynamic curves** — crescendo(), decrescendo(), swell(), dynamics()
|
||||
- **`Part.hit()`** — individual drum sounds with articulation support
|
||||
- **Cross-choke drum damping** — djembe, hi-hats, cajón, doumbek
|
||||
- **5 new djembe patterns** + 3 djembe fills (30 fills total)
|
||||
- **6 new drum fills** — 3 cajón, 3 metal
|
||||
- **Duration arithmetic** — multiply, divide, add
|
||||
- **Improved djembe slap** synthesis
|
||||
- Song #31: Acid Tabla
|
||||
|
||||
## 0.38.2
|
||||
|
||||
- **`Part.ramp()`** — smooth parameter automation from current value to
|
||||
target over a duration. Works for lowpass, reverb, distortion, chorus,
|
||||
delay, volume, and any `.set()` parameter. Four interpolation curves:
|
||||
linear, ease_in, ease_out, ease_in_out.
|
||||
|
||||
## 0.38.1
|
||||
|
||||
- **Dynamic curves** — `Part.crescendo()`, `Part.decrescendo()`,
|
||||
`Part.swell()`, and `Part.dynamics()` for velocity ramps and custom
|
||||
curves across a sequence of notes
|
||||
|
||||
## 0.38.0
|
||||
|
||||
- **Articulations** — `staccato`, `legato`, `marcato`, `tenuto`, `accent`,
|
||||
`fermata` via `articulation=` on `Part.add()` and `Part.hold()`
|
||||
- **`Part.hit()`** — place individual drum sounds in a Part's note stream
|
||||
with articulation, velocity, and effects support
|
||||
- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
|
||||
- **3 new djembe fills** — djembe call, djembe roll, djembe break (30 fills total)
|
||||
- **Cross-choke drum damping** — striking one sound fades out related sounds
|
||||
(djembe, hi-hats, cajón, doumbek)
|
||||
- **Improved djembe slap** — dry goatskin pop instead of snare-like noise
|
||||
|
||||
## 0.37.0
|
||||
|
||||
- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
|
||||
- **3 new djembe fills** — djembe call, djembe roll, djembe break (30 fills total)
|
||||
- **Cross-choke drum damping** — striking one sound on a hand drum fades
|
||||
out the ring of related sounds (djembe slap kills bass resonance, closed
|
||||
hat chokes open hat, cajón slap dampens bass, doumbek tek dampens dum)
|
||||
- **Improved djembe slap** — dry, high-pitched goatskin pop instead of
|
||||
snare-like noise rattle
|
||||
|
||||
## 0.36.6
|
||||
|
||||
- **6 new drum fills** — 3 cajón (flam, rumble, breakdown) and 3 metal
|
||||
(triplet, blast, cascade). 27 fills total.
|
||||
- Updated drums documentation with fill lists and examples
|
||||
|
||||
## 0.36.5
|
||||
|
||||
- **Duration arithmetic** — `Duration.WHOLE * 2`, `Duration.HALF + Duration.QUARTER`,
|
||||
division, and reverse multiply all work now (previously raised TypeError)
|
||||
|
||||
## 0.36.3
|
||||
|
||||
- **`Part.hold()`** — polyphonic overlap on a single part. Add notes
|
||||
|
||||
+95
-12
@@ -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, 80+ pattern presets across dozens of genres, and 21 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
|
||||
--------------
|
||||
|
||||
@@ -252,14 +260,17 @@ ending and a new one is about to begin. Without fills, a drum pattern
|
||||
just loops. With them, it breathes and has structure.
|
||||
|
||||
``Pattern.fill()`` loads a 1-bar drum fill -- a short break that
|
||||
transitions between sections. 21 fill presets are available:
|
||||
transitions between sections. 30 fill presets are available:
|
||||
|
||||
.. code-block:: pycon
|
||||
|
||||
>>> Pattern.list_fills()
|
||||
['afrobeat', 'blast', 'bossa nova', 'breakdown', 'buildup',
|
||||
'cumbia', 'disco', 'funk', 'highlife', 'hip hop', 'house',
|
||||
'jazz', 'jazz brush', 'metal', 'reggae', 'rock', 'rock crash',
|
||||
'cajon breakdown', 'cajon flam', 'cajon rumble',
|
||||
'cumbia', 'disco', 'djembe break', 'djembe call', 'djembe roll',
|
||||
'funk', 'highlife', 'hip hop', 'house',
|
||||
'jazz', 'jazz brush', 'metal', 'metal blast', 'metal cascade',
|
||||
'metal triplet', 'reggae', 'rock', 'rock crash',
|
||||
'salsa', 'samba', 'second line', 'trap']
|
||||
|
||||
>>> fill = Pattern.fill("rock")
|
||||
@@ -357,6 +368,15 @@ the pitch upward.
|
||||
and light classical), tabla solo, and tiri kita (fast ornamental
|
||||
pattern).
|
||||
|
||||
**5 fills:** tihai (3x crescendo landing on sam), chakkardar (32nd
|
||||
triplet cascade into slam), tiri kita (rapid 16th-note dayan burst),
|
||||
bayan (deep bass bends showcase), tabla call (dayan/bayan call-and-response).
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
score.drums("teental", repeats=4, fill="tihai")
|
||||
score.drums("keherwa", repeats=4, fill="chakkardar")
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
score = Score("4/4", bpm=80)
|
||||
@@ -424,14 +444,19 @@ central to the drum ensemble traditions of Mali, Guinea, and Senegal.
|
||||
**3 sounds** -- bass (open center strike), tone (edge strike), and
|
||||
slap (sharp edge strike).
|
||||
|
||||
**3 patterns:** djembe (a basic accompanying rhythm), kuku (a
|
||||
traditional rhythm from Guinea associated with fishing), and soli (a
|
||||
solo/celebration rhythm).
|
||||
**8 patterns:** djembe (basic accompanying rhythm), kuku (Guinean harvest
|
||||
dance), soli (powerful Mandinka rhythm), dununba (heavy bass-driven),
|
||||
tiriba (joyful Susu rhythm), yankadi (gentle greeting/welcome), djansa
|
||||
(fast Malinke dance), mendiani (women's celebratory dance).
|
||||
|
||||
**3 fills:** djembe call (bass-tone-slap conversation building to climax),
|
||||
djembe roll (rapid slaps accelerating into bass), djembe break (syncopated
|
||||
West African-style break).
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("djembe", repeats=4)
|
||||
score.drums("djembe", repeats=8, fill="djembe call", fill_every=4)
|
||||
|
||||
Metal Kit
|
||||
~~~~~~~~~
|
||||
@@ -447,10 +472,15 @@ metal blast (blast beat with china cymbal accents), metal groove (a
|
||||
half-time groove with double kick fills), and metal gallop (the
|
||||
classic triplet-feel gallop rhythm).
|
||||
|
||||
**4 fills:** metal (double kick 16ths with descending toms), metal triplet
|
||||
(double kick triplets with snare accents), metal blast (alternating
|
||||
snare/kick 32nds into half-time crash), metal cascade (descending snare
|
||||
roll → kick roll → alternating → crash ending).
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
score = Score("4/4", bpm=200)
|
||||
score.drums("metal blast", repeats=4)
|
||||
score.drums("metal blast", repeats=8, fill="metal cascade", fill_every=4)
|
||||
|
||||
Cajón
|
||||
~~~~~
|
||||
@@ -459,15 +489,68 @@ The cajón is a box-shaped percussion instrument from Peru, now
|
||||
ubiquitous in acoustic and unplugged settings worldwide. Players sit
|
||||
on the box and strike the front face with their hands.
|
||||
|
||||
**2 sounds** -- slap (sharp, snare-like) and tap (bass-like).
|
||||
**3 sounds** -- bass (deep center thump), slap (sharp, snare-like edge
|
||||
hit with wire buzz), and tap (light finger tap).
|
||||
|
||||
**3 patterns:** cajon (basic groove), cajon rumba (flamenco-style rumba),
|
||||
and cajon folk (folk/acoustic pattern).
|
||||
|
||||
**3 fills:** cajon flam (slaps accelerating into bass hits), cajon rumble
|
||||
(fast taps building to slap accents), cajon breakdown (syncopated
|
||||
bass-slap groove).
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
score = Score("4/4", bpm=100)
|
||||
score.drums("cajon", repeats=4)
|
||||
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
|
||||
-----------
|
||||
|
||||
@@ -47,6 +47,18 @@ A ``Duration`` represents a note length in beats (quarter note = 1 beat):
|
||||
>>> Duration.TRIPLET_QUARTER.value
|
||||
0.6666666666666666
|
||||
|
||||
Duration supports arithmetic — multiply, divide, and add to create
|
||||
compound durations:
|
||||
|
||||
.. code-block:: pycon
|
||||
|
||||
>>> Duration.WHOLE * 2
|
||||
8.0
|
||||
>>> Duration.HALF + Duration.QUARTER
|
||||
3.0
|
||||
>>> Duration.WHOLE / 2
|
||||
2.0
|
||||
|
||||
Time Signatures
|
||||
---------------
|
||||
|
||||
@@ -399,6 +411,143 @@ The arpeggiator also accepts velocity:
|
||||
|
||||
lead.arpeggio("Am", bars=2, pattern="up", velocity=80)
|
||||
|
||||
Articulations
|
||||
-------------
|
||||
|
||||
Articulations change *how* a note is played — its attack, duration, and
|
||||
weight. A staccato note is short and bouncy. A marcato note hits hard.
|
||||
A legato note melts into the next one. This is the difference between
|
||||
a melody that sounds like a MIDI file and one that sounds like a
|
||||
musician played it.
|
||||
|
||||
Pass ``articulation=`` to ``Part.add()``:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
piano.add("C4", Duration.QUARTER, articulation="staccato") # short, bouncy
|
||||
piano.add("D4", Duration.QUARTER, articulation="legato") # smooth, overlaps
|
||||
piano.add("E4", Duration.QUARTER, articulation="marcato") # heavy accent
|
||||
piano.add("F4", Duration.QUARTER, articulation="tenuto") # held, soft attack
|
||||
piano.add("G4", Duration.QUARTER, articulation="accent") # louder
|
||||
piano.add("C5", Duration.HALF, articulation="fermata") # held longer
|
||||
|
||||
What each articulation does:
|
||||
|
||||
- **staccato** — plays ~40% of the note duration with a quick fade-out. Short and detached.
|
||||
- **legato** — extends ~15% into the next note. Smooth and connected.
|
||||
- **marcato** — 25% velocity boost + sharper attack. Heavy and accented.
|
||||
- **tenuto** — full duration with a softer attack ramp. Held and deliberate.
|
||||
- **accent** — 20% velocity boost, no duration change.
|
||||
- **fermata** — stretches the note 50% longer.
|
||||
|
||||
Articulations work on ``Part.hold()`` and ``Part.hit()`` too.
|
||||
|
||||
Dynamic Curves
|
||||
--------------
|
||||
|
||||
Real music breathes — phrases get louder, get quieter, swell and
|
||||
recede. Dynamic curves let you shape the velocity across a sequence
|
||||
of notes instead of setting each one manually.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Crescendo: quiet to loud
|
||||
piano.crescendo(["C4","D4","E4","F4","G4","A4","B4","C5"],
|
||||
Duration.QUARTER, start_vel=30, end_vel=110)
|
||||
|
||||
# Decrescendo: loud to quiet
|
||||
piano.decrescendo(["C5","B4","A4","G4","F4","E4","D4","C4"],
|
||||
Duration.QUARTER, start_vel=110, end_vel=30)
|
||||
|
||||
# Swell: up then back down (orchestral < > shape)
|
||||
strings.swell(["C4","D4","E4","F4","G4","F4","E4","D4"],
|
||||
Duration.QUARTER, low_vel=35, peak_vel=110)
|
||||
|
||||
# Custom curve: explicit velocity per note
|
||||
piano.dynamics(["C4","E4","G4","C5"], Duration.QUARTER,
|
||||
velocities=[50, 80, 110, 90])
|
||||
|
||||
Four methods:
|
||||
|
||||
- **crescendo()** — linear velocity ramp from ``start_vel`` to ``end_vel``.
|
||||
- **decrescendo()** — same thing, but typically loud to quiet.
|
||||
- **swell()** — ramps up to the midpoint, then back down. The classic
|
||||
orchestral crescendo-decrescendo.
|
||||
- **dynamics()** — the general form. Pass a ``(start, end)`` tuple for
|
||||
a linear ramp, or a list of velocities for a custom curve.
|
||||
|
||||
All four accept ``articulation=`` to combine dynamics with articulations:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Staccato crescendo — bouncy notes getting louder
|
||||
piano.crescendo(["C4","E4","G4","C5","E5","G5","C6","E6"],
|
||||
Duration.EIGHTH, start_vel=40, end_vel=110,
|
||||
articulation="staccato")
|
||||
|
||||
Part.hit() — Manual Drum Placement
|
||||
-----------------------------------
|
||||
|
||||
The pattern system is great for grooves, but sometimes you want to
|
||||
place individual drum hits with full control — articulations, effects,
|
||||
and all. ``Part.hit()`` puts a drum sound into a Part's note stream:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from pytheory import DrumSound
|
||||
|
||||
kit = score.part("kit", synth="sine", volume=0.7)
|
||||
|
||||
kit.hit(DrumSound.KICK, Duration.QUARTER, articulation="accent")
|
||||
kit.hit(DrumSound.CLOSED_HAT, Duration.EIGHTH, velocity=60)
|
||||
kit.hit(DrumSound.SNARE, Duration.EIGHTH, articulation="marcato")
|
||||
|
||||
Because hits go through the normal Part renderer, they get humanize,
|
||||
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
|
||||
----------------
|
||||
|
||||
@@ -478,6 +627,50 @@ integrate naturally with the rest of the automation system:
|
||||
pad.rest(Duration.WHOLE)
|
||||
pad.rest(Duration.WHOLE)
|
||||
|
||||
Parameter Ramps
|
||||
---------------
|
||||
|
||||
Fades only control volume. ``Part.ramp()`` smoothly sweeps *any*
|
||||
parameter from its current value to a target — filters, reverb,
|
||||
distortion, chorus, delay, anything ``.set()`` accepts. This is how
|
||||
you build filter sweeps, gradual effect sends, and EDM buildups.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
lead = score.part("lead", synth="saw", lowpass=200, lowpass_q=3.0)
|
||||
|
||||
# Open the filter over 8 bars
|
||||
lead.ramp(over=Duration.WHOLE * 8, lowpass=8000)
|
||||
|
||||
# Ramp multiple params at once
|
||||
pad.ramp(over=Duration.WHOLE * 4, reverb=0.5, chorus=0.3)
|
||||
|
||||
# Close the filter with distortion fading in
|
||||
lead.ramp(over=Duration.WHOLE * 4, lowpass=400, distortion=0.5)
|
||||
|
||||
Four interpolation curves:
|
||||
|
||||
- **linear** — constant rate of change (default).
|
||||
- **ease_in** — starts slow, accelerates. Good for buildups.
|
||||
- **ease_out** — starts fast, decelerates. Good for releases.
|
||||
- **ease_in_out** — slow at both ends. Smooth and natural.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# EDM buildup: slow start, accelerating filter sweep
|
||||
lead.ramp(over=Duration.WHOLE * 8, curve="ease_in", lowpass=8000)
|
||||
|
||||
# Smooth reverb wash fading in and settling
|
||||
pad.ramp(over=Duration.WHOLE * 4, curve="ease_in_out", reverb=0.6)
|
||||
|
||||
``ramp()`` generates automation points every quarter-beat by default.
|
||||
Set ``resolution=0.125`` for smoother curves (every 32nd note), or
|
||||
``resolution=1.0`` for lighter automation (every beat).
|
||||
|
||||
Combine with ``lfo()`` for cyclic modulation and ``ramp()`` for
|
||||
one-shot sweeps — together they cover the full range of parameter
|
||||
automation.
|
||||
|
||||
Humanize
|
||||
--------
|
||||
|
||||
|
||||
+483
-1
@@ -2324,6 +2324,486 @@ def sitar_drone():
|
||||
play_song(score, "Sitar Drone — Raga Bhairav (22-Shruti JI, hold() polyphony)")
|
||||
|
||||
|
||||
def acid_tabla():
|
||||
"""Acid Tabla — 303 filter automation meets Indian percussion."""
|
||||
score = Score("4/4", bpm=132)
|
||||
|
||||
# ── House drums ──
|
||||
score.drums("house", repeats=20, fill="house", fill_every=8)
|
||||
score.set_drum_effects(volume=0.45)
|
||||
|
||||
# ── 303 acid bass ──
|
||||
acid = score.part("acid", synth="saw", volume=0.75,
|
||||
legato=True, glide=0.035,
|
||||
distortion=0.35, distortion_drive=4.5,
|
||||
saturation=0.15, humanize=0.05)
|
||||
|
||||
# Intro (4 bars): filter closed, high resonance
|
||||
acid.set(lowpass=600, lowpass_q=12.0)
|
||||
for _ in range(4):
|
||||
for n in ["C3","C3","C2","C3","Eb3","C2","G2","C3"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
|
||||
# Build (4 bars): filter opens
|
||||
acid.ramp(over=Duration.WHOLE * 4, curve="ease_in", lowpass=4500)
|
||||
for _ in range(4):
|
||||
for n in ["C2","G2","C3","Eb3","C2","Bb2","G2","C3"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
|
||||
# Peak (4 bars): wide open, wilder pattern
|
||||
acid.set(lowpass=7000, lowpass_q=7.0)
|
||||
for _ in range(2):
|
||||
for n in ["C2","C3","Eb3","G3","C2","Bb2","G2","Eb3"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
for _ in range(2):
|
||||
for n in ["C2","Eb3","C3","G3","Bb2","C3","G2","C2"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
|
||||
# Tabla section (4 bars): filter pulls back
|
||||
acid.set(lowpass=3000, lowpass_q=5.0)
|
||||
for _ in range(4):
|
||||
for n in ["C2","G2","C3","C2","Eb2","G2","Bb2","C2"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
|
||||
# Outro (4 bars): filter closes
|
||||
acid.ramp(over=Duration.WHOLE * 4, curve="ease_out", lowpass=400, lowpass_q=15.0)
|
||||
for _ in range(4):
|
||||
for n in ["C3","G2","C2","C3","C2","G2","Eb2","C2"]:
|
||||
acid.add(n, Duration.EIGHTH)
|
||||
|
||||
# ── Tabla: enters bar 9, rides through to the end ──
|
||||
tabla = score.part("tabla", synth="sine", volume=0.55, reverb=0.15)
|
||||
|
||||
# 8 bars rest
|
||||
for _ in range(64):
|
||||
tabla.rest(Duration.EIGHTH)
|
||||
|
||||
# Bars 9-12: keherwa groove
|
||||
for _ in range(4):
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=100, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=55)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=50)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=88)
|
||||
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=82)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=52)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=95, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_GE, Duration.EIGHTH, velocity=78)
|
||||
|
||||
# Bars 13-14: busier with 16ths
|
||||
for _ in range(2):
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=105, articulation="marcato")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=52)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=90)
|
||||
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=85)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=58)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=100, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.EIGHTH, velocity=88)
|
||||
|
||||
# Bars 15-16: tihai crescendo ending
|
||||
for vel in [85, 90, 95]:
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=vel, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=int(vel * 0.6))
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=int(vel * 0.75))
|
||||
for vel in [100, 105, 110]:
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=vel, articulation="marcato")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=int(vel * 0.55))
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=int(vel * 0.7))
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.QUARTER, velocity=127, articulation="fermata")
|
||||
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.QUARTER, velocity=110)
|
||||
tabla.rest(Duration.HALF)
|
||||
|
||||
# Bars 17-20: tabla continues through outro, lighter
|
||||
for _ in range(4):
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=85, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=45)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=42)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=75)
|
||||
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=70)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=42)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=80)
|
||||
tabla.hit(DrumSound.TABLA_GE, Duration.EIGHTH, velocity=65)
|
||||
|
||||
# ── Pad: enters at peak, fades during outro ──
|
||||
pad = score.part("pad", synth="supersaw", envelope="pad", volume=0.0,
|
||||
reverb=0.4, chorus=0.2, detune=10, lowpass=2500)
|
||||
for _ in range(32):
|
||||
pad.rest(Duration.QUARTER)
|
||||
pad.ramp(over=Duration.WHOLE * 2, volume=0.18)
|
||||
for sym in ["Cm", "Ab", "Eb", "Bb"] * 3:
|
||||
pad.add(Chord.from_symbol(sym), Duration.WHOLE)
|
||||
pad.ramp(over=Duration.WHOLE * 2, curve="ease_out", volume=0.0)
|
||||
for sym in ["Cm", "Cm"]:
|
||||
pad.add(Chord.from_symbol(sym), Duration.WHOLE)
|
||||
|
||||
play_song(score, "Acid Tabla — 303 filter automation + tabla (ramp, articulations, Part.hit)")
|
||||
|
||||
|
||||
def snare_cadence():
|
||||
"""Snare Cadence — full drumline with ensemble, flams, diddles, cheese."""
|
||||
score = Score("4/4", bpm=120)
|
||||
|
||||
S = DrumSound.MARCH_SNARE
|
||||
R = DrumSound.MARCH_RIMSHOT
|
||||
C = DrumSound.MARCH_CLICK
|
||||
Q1 = DrumSound.QUAD_1
|
||||
Q2 = DrumSound.QUAD_2
|
||||
Q3 = DrumSound.QUAD_3
|
||||
Q4 = DrumSound.QUAD_4
|
||||
QS = DrumSound.QUAD_SPOCK
|
||||
B1 = DrumSound.BASS_1
|
||||
B2 = DrumSound.BASS_2
|
||||
B3 = DrumSound.BASS_3
|
||||
B4 = DrumSound.BASS_4
|
||||
B5 = DrumSound.BASS_5
|
||||
|
||||
# Snare line — 8 players
|
||||
p = score.part("snares", synth="sine", volume=0.9, reverb=0.2, ensemble=8)
|
||||
# Quad line — 4 players
|
||||
q = score.part("quads", synth="sine", volume=0.5, reverb=0.2, ensemble=4)
|
||||
# Bass line — 5 players
|
||||
b = score.part("basses", synth="sine", volume=0.55, reverb=0.2, ensemble=5)
|
||||
|
||||
_trip = 1.0 / 3
|
||||
|
||||
# Helper: bass split run (down or up)
|
||||
def bass_down(dur=Duration.SIXTEENTH):
|
||||
b.hit(B1, dur, velocity=95)
|
||||
b.hit(B2, dur, velocity=90)
|
||||
b.hit(B3, dur, velocity=85)
|
||||
b.hit(B4, dur, velocity=90)
|
||||
|
||||
def bass_up(dur=Duration.SIXTEENTH):
|
||||
b.hit(B4, dur, velocity=90)
|
||||
b.hit(B3, dur, velocity=85)
|
||||
b.hit(B2, dur, velocity=90)
|
||||
b.hit(B1, dur, velocity=95)
|
||||
|
||||
def bass_hit(dur=Duration.QUARTER):
|
||||
b.hit(B3, dur, velocity=100)
|
||||
|
||||
def quad_sweep_down():
|
||||
q.hit(Q1, Duration.SIXTEENTH, velocity=95)
|
||||
q.hit(Q2, Duration.SIXTEENTH, velocity=88)
|
||||
q.hit(Q3, Duration.SIXTEENTH, velocity=82)
|
||||
q.hit(Q4, Duration.SIXTEENTH, velocity=78)
|
||||
|
||||
def quad_sweep_up():
|
||||
q.hit(Q4, Duration.SIXTEENTH, velocity=78)
|
||||
q.hit(Q3, Duration.SIXTEENTH, velocity=82)
|
||||
q.hit(Q2, Duration.SIXTEENTH, velocity=88)
|
||||
q.hit(Q1, Duration.SIXTEENTH, velocity=95)
|
||||
|
||||
# ── Click count-off ──
|
||||
for _ in range(4):
|
||||
p.hit(C, Duration.QUARTER, velocity=95)
|
||||
q.rest(Duration.QUARTER)
|
||||
b.rest(Duration.QUARTER)
|
||||
|
||||
# ── Section 1: 16th groove — snares only (4 bars) ──
|
||||
for _ in range(16):
|
||||
q.rest(Duration.QUARTER)
|
||||
b.rest(Duration.QUARTER)
|
||||
|
||||
for _ in range(2):
|
||||
p.hit(R, Duration.SIXTEENTH, velocity=118)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=35)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(R, Duration.SIXTEENTH, velocity=115)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.hit(R, Duration.SIXTEENTH, velocity=118)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=35)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.hit(R, Duration.SIXTEENTH, velocity=120)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
|
||||
# Triplets mixed in
|
||||
for _ in range(2):
|
||||
p.hit(R, _trip, velocity=118)
|
||||
p.hit(S, _trip, velocity=32)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.hit(R, _trip, velocity=115)
|
||||
p.hit(S, _trip, velocity=28)
|
||||
p.hit(S, _trip, velocity=32)
|
||||
p.hit(R, Duration.SIXTEENTH, velocity=118)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
p.hit(R, _trip, velocity=118)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.hit(S, _trip, velocity=35)
|
||||
|
||||
# ── Section 2: Quads + bass enter (4 bars) ──
|
||||
for _ in range(2):
|
||||
p.flam(S, Duration.QUARTER, velocity=118)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.hit(R, _trip, velocity=118)
|
||||
p.hit(S, _trip, velocity=28)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.flam(S, Duration.QUARTER, velocity=118)
|
||||
|
||||
quad_sweep_down()
|
||||
q.hit(QS, Duration.QUARTER, velocity=100)
|
||||
quad_sweep_up()
|
||||
q.hit(QS, Duration.QUARTER, velocity=100)
|
||||
|
||||
bass_hit()
|
||||
b.hit(B5, Duration.QUARTER, velocity=95)
|
||||
bass_hit()
|
||||
b.hit(B1, Duration.QUARTER, velocity=95)
|
||||
|
||||
for _ in range(2):
|
||||
p.hit(S, _trip, velocity=35)
|
||||
p.flam(S, _trip * 2, velocity=118)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
p.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
p.flam(S, Duration.QUARTER, velocity=118)
|
||||
p.hit(S, _trip, velocity=28)
|
||||
p.hit(R, _trip, velocity=122)
|
||||
p.hit(S, _trip, velocity=35)
|
||||
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
q.hit(Q1, Duration.EIGHTH, velocity=95)
|
||||
q.hit(Q4, Duration.EIGHTH, velocity=85)
|
||||
q.hit(QS, Duration.QUARTER, velocity=100)
|
||||
|
||||
bass_down()
|
||||
bass_up()
|
||||
b.hit(B3, Duration.HALF, velocity=100)
|
||||
|
||||
# ── Section 3: Flams + diddles + full line (4 bars) ──
|
||||
for _ in range(2):
|
||||
p.flam(S, Duration.QUARTER, velocity=120)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=45)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.hit(S, _trip, velocity=32)
|
||||
p.hit(S, _trip, velocity=28)
|
||||
p.hit(R, Duration.EIGHTH, velocity=122)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=42)
|
||||
|
||||
q.hit(Q1, Duration.QUARTER, velocity=95)
|
||||
q.hit(Q3, Duration.EIGHTH, velocity=55)
|
||||
q.hit(Q2, _trip, velocity=55)
|
||||
q.hit(Q3, _trip, velocity=55)
|
||||
q.hit(Q4, _trip, velocity=55)
|
||||
q.hit(QS, Duration.EIGHTH, velocity=100)
|
||||
q.hit(Q1, Duration.EIGHTH, velocity=55)
|
||||
|
||||
bass_hit()
|
||||
b.hit(B1, Duration.EIGHTH, velocity=90)
|
||||
b.hit(B5, Duration.EIGHTH, velocity=95)
|
||||
bass_hit()
|
||||
b.hit(B5, Duration.EIGHTH, velocity=90)
|
||||
b.hit(B1, Duration.EIGHTH, velocity=95)
|
||||
|
||||
for _ in range(2):
|
||||
p.diddle(S, Duration.EIGHTH, velocity=45)
|
||||
p.hit(R, _trip, velocity=120)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.hit(S, _trip, velocity=32)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=48)
|
||||
p.hit(R, _trip, velocity=118)
|
||||
p.hit(S, _trip, velocity=28)
|
||||
p.hit(S, _trip, velocity=30)
|
||||
p.flam(S, Duration.EIGHTH, velocity=122)
|
||||
p.hit(S, Duration.EIGHTH, velocity=35)
|
||||
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
|
||||
bass_down()
|
||||
bass_up()
|
||||
bass_down()
|
||||
bass_up()
|
||||
|
||||
# ── Section 4: Cheese + 32nds (4 bars) ──
|
||||
for _ in range(2):
|
||||
p.cheese(S, Duration.QUARTER, velocity=120)
|
||||
p.hit(S, 0.0625, velocity=30)
|
||||
p.hit(S, 0.0625, velocity=32)
|
||||
p.hit(S, 0.0625, velocity=35)
|
||||
p.hit(S, 0.0625, velocity=30)
|
||||
p.cheese(S, Duration.QUARTER, velocity=118)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=48)
|
||||
p.hit(R, Duration.EIGHTH, velocity=125)
|
||||
|
||||
q.hit(QS, Duration.QUARTER, velocity=105)
|
||||
q.hit(Q1, Duration.SIXTEENTH, velocity=55)
|
||||
q.hit(Q2, Duration.SIXTEENTH, velocity=55)
|
||||
q.hit(Q3, Duration.SIXTEENTH, velocity=55)
|
||||
q.hit(Q4, Duration.SIXTEENTH, velocity=55)
|
||||
q.hit(QS, Duration.QUARTER, velocity=105)
|
||||
q.hit(Q4, Duration.EIGHTH, velocity=55)
|
||||
q.hit(Q1, Duration.EIGHTH, velocity=90)
|
||||
|
||||
bass_hit()
|
||||
b.hit(B1, Duration.EIGHTH, velocity=90)
|
||||
b.hit(B3, Duration.EIGHTH, velocity=85)
|
||||
b.hit(B5, Duration.EIGHTH, velocity=95)
|
||||
b.hit(B3, Duration.EIGHTH, velocity=85)
|
||||
bass_hit()
|
||||
b.rest(Duration.QUARTER)
|
||||
|
||||
# All cheese
|
||||
p.cheese(S, Duration.QUARTER, velocity=122)
|
||||
p.cheese(S, Duration.QUARTER, velocity=120)
|
||||
p.cheese(S, Duration.QUARTER, velocity=125)
|
||||
p.cheese(S, Duration.QUARTER, velocity=122)
|
||||
|
||||
q.hit(QS, Duration.QUARTER, velocity=105)
|
||||
q.hit(QS, Duration.QUARTER, velocity=105)
|
||||
q.hit(QS, Duration.QUARTER, velocity=108)
|
||||
q.hit(QS, Duration.QUARTER, velocity=105)
|
||||
|
||||
b.hit(B5, Duration.QUARTER, velocity=100)
|
||||
b.hit(B3, Duration.QUARTER, velocity=100)
|
||||
b.hit(B1, Duration.QUARTER, velocity=100)
|
||||
b.hit(B3, Duration.QUARTER, velocity=100)
|
||||
|
||||
p.flam(S, Duration.EIGHTH, velocity=120)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=50)
|
||||
p.flam(S, Duration.EIGHTH, velocity=122)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=52)
|
||||
p.flam(S, Duration.EIGHTH, velocity=125)
|
||||
p.diddle(S, Duration.EIGHTH, velocity=55)
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
p.hit(S, Duration.EIGHTH, velocity=38)
|
||||
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
|
||||
bass_down()
|
||||
bass_up()
|
||||
bass_down()
|
||||
bass_up()
|
||||
|
||||
# ── Section 5: 16ths + triplet 16ths + 32nds (4 bars) ──
|
||||
_trip16 = 1.0 / 6
|
||||
|
||||
for _ in range(2):
|
||||
for beat in range(4):
|
||||
p.hit(R, _trip, velocity=118)
|
||||
p.hit(S, _trip, velocity=35)
|
||||
p.hit(S, _trip, velocity=32)
|
||||
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
quad_sweep_down()
|
||||
quad_sweep_up()
|
||||
|
||||
bass_hit()
|
||||
b.hit(B5, Duration.QUARTER, velocity=95)
|
||||
bass_hit()
|
||||
b.hit(B1, Duration.QUARTER, velocity=95)
|
||||
|
||||
# 32nd run crescendo
|
||||
for i in range(32):
|
||||
p.hit(S, 0.0625, velocity=min(22 + i * 3, 92))
|
||||
p.hit(R, Duration.EIGHTH, velocity=125)
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
|
||||
for _ in range(4):
|
||||
q.hit(Q1, 0.0625, velocity=55)
|
||||
q.hit(Q2, 0.0625, velocity=55)
|
||||
q.hit(Q3, 0.0625, velocity=55)
|
||||
q.hit(Q4, 0.0625, velocity=55)
|
||||
q.hit(QS, Duration.QUARTER, velocity=108)
|
||||
|
||||
bass_down()
|
||||
bass_up()
|
||||
bass_down()
|
||||
b.hit(B5, Duration.QUARTER, velocity=100)
|
||||
b.hit(B1, Duration.QUARTER, velocity=100)
|
||||
|
||||
# Triplet 16ths — all sections
|
||||
for _ in range(2):
|
||||
for beat in range(4):
|
||||
p.hit(R, _trip16, velocity=115)
|
||||
p.hit(S, _trip16, velocity=30)
|
||||
p.hit(S, _trip16, velocity=32)
|
||||
p.hit(R, _trip16, velocity=112)
|
||||
p.hit(S, _trip16, velocity=28)
|
||||
p.hit(S, _trip16, velocity=30)
|
||||
|
||||
for beat in range(4):
|
||||
q.hit(Q1, _trip16, velocity=90)
|
||||
q.hit(Q2, _trip16, velocity=55)
|
||||
q.hit(Q3, _trip16, velocity=55)
|
||||
q.hit(Q4, _trip16, velocity=55)
|
||||
q.hit(Q3, _trip16, velocity=55)
|
||||
q.hit(Q2, _trip16, velocity=55)
|
||||
|
||||
bass_down()
|
||||
bass_up()
|
||||
bass_down()
|
||||
bass_up()
|
||||
|
||||
# ── Section 6: Buzz roll climax (2 bars) ──
|
||||
for i in range(64):
|
||||
p.hit(S, 0.0625, velocity=min(20 + i * 1.5, 100))
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
|
||||
for i in range(32):
|
||||
q.hit([Q1, Q2, Q3, Q4][i % 4], 0.0625, velocity=min(40 + i * 2, 95))
|
||||
q.hit(QS, Duration.QUARTER, velocity=110)
|
||||
|
||||
for i in range(16):
|
||||
b.hit([B1, B2, B3, B4, B5, B4, B3, B2,
|
||||
B1, B2, B3, B4, B5, B4, B3, B2][i], Duration.SIXTEENTH, velocity=90)
|
||||
b.hit(B3, Duration.HALF, velocity=100)
|
||||
b.hit(B3, Duration.HALF, velocity=100)
|
||||
|
||||
# ── Ending: big unison hits ──
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
q.hit(QS, Duration.EIGHTH, velocity=110)
|
||||
b.hit(B3, Duration.EIGHTH, velocity=100)
|
||||
|
||||
p.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
q.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
b.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
|
||||
p.hit(R, Duration.EIGHTH, velocity=127)
|
||||
q.hit(QS, Duration.EIGHTH, velocity=110)
|
||||
b.hit(B3, Duration.EIGHTH, velocity=100)
|
||||
|
||||
p.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
q.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
b.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
|
||||
# Flam into final CRACK — all sections
|
||||
p.flam(S, Duration.EIGHTH, velocity=127)
|
||||
q.hit(QS, Duration.EIGHTH, velocity=110)
|
||||
b.hit(B3, Duration.EIGHTH, velocity=100)
|
||||
|
||||
p.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
q.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
b.rest(Duration.QUARTER + Duration.EIGHTH)
|
||||
|
||||
p.hit(R, Duration.QUARTER, velocity=127)
|
||||
q.hit(QS, Duration.QUARTER, velocity=110)
|
||||
b.hit(B3, Duration.QUARTER, velocity=100)
|
||||
|
||||
p.rest(Duration.HALF)
|
||||
q.rest(Duration.HALF)
|
||||
b.rest(Duration.HALF)
|
||||
|
||||
play_song(score, "Snare Cadence — full drumline (8 snares, 4 quads, 5 basses)")
|
||||
|
||||
|
||||
SONGS = {
|
||||
"1": ("Bossa Nova in A minor", bossa_nova_girl),
|
||||
"2": ("Bebop in Bb major", bebop_in_bb),
|
||||
@@ -2355,6 +2835,8 @@ SONGS = {
|
||||
"28": ("Descent (Generative — different every time)", descent),
|
||||
"29": ("Pop Rock (I-V-vi-IV)", pop_rock),
|
||||
"30": ("Sitar Drone (Bhairav, hold() polyphony)", sitar_drone),
|
||||
"31": ("Acid Tabla (303 + tabla, ramp, articulations)", acid_tabla),
|
||||
"32": ("Snare Cadence (marching snare, flams, diddles)", snare_cadence),
|
||||
}
|
||||
|
||||
if __name__ == "__main__":
|
||||
@@ -2368,7 +2850,7 @@ if __name__ == "__main__":
|
||||
print(f" {key:>2}. {name}")
|
||||
|
||||
print()
|
||||
choice = input(" Pick a song (1-30, or 'all'): ").strip()
|
||||
choice = input(" Pick a song (1-32, or 'all'): ").strip()
|
||||
print()
|
||||
|
||||
if choice == "all":
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
"""Sprunki Simon Phase 1 — melody reference.
|
||||
|
||||
Notes transcribed from MIDI. Use as a base for arrangements.
|
||||
|
||||
Usage:
|
||||
python examples/sprunki.py
|
||||
"""
|
||||
|
||||
import sounddevice as sd
|
||||
|
||||
from pytheory import Score, Duration
|
||||
from pytheory.play import render_score, SAMPLE_RATE
|
||||
|
||||
|
||||
def sprunki_simon():
|
||||
score = Score("4/4", bpm=200)
|
||||
|
||||
lead = score.part("lead", synth="square", envelope="pluck", volume=0.5,
|
||||
lowpass=4500, detune=3, reverb=0.1)
|
||||
|
||||
# Phrase A
|
||||
lead.add("E4", 1.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.rest(1.5)
|
||||
lead.add("A4", 0.5)
|
||||
lead.add("B4", 1.0)
|
||||
lead.add("A4", 1.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.add("D4", 1.0)
|
||||
|
||||
# Phrase B
|
||||
lead.add("E4", 1.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.rest(1.5)
|
||||
lead.add("A4", 0.5)
|
||||
lead.add("D4", 2.0)
|
||||
lead.add("B3", 1.0)
|
||||
lead.add("A3", 0.5)
|
||||
lead.add("D4", 0.5)
|
||||
|
||||
# Phrase C
|
||||
lead.add("E4", 1.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.rest(1.5)
|
||||
lead.add("A4", 0.5)
|
||||
lead.add("B4", 1.0)
|
||||
lead.add("A4", 1.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.add("B4", 1.0)
|
||||
|
||||
# Phrase D
|
||||
lead.add("A4", 2.0)
|
||||
lead.add("G4", 1.0)
|
||||
lead.add("E4", 1.0)
|
||||
lead.add("B3", 2.0)
|
||||
lead.add("D4", 2.0)
|
||||
|
||||
return score
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
score = sprunki_simon()
|
||||
print(" Sprunki Simon Phase 1")
|
||||
try:
|
||||
buf = render_score(score)
|
||||
sd.play(buf, SAMPLE_RATE)
|
||||
sd.wait()
|
||||
except KeyboardInterrupt:
|
||||
sd.stop()
|
||||
+1
-2
@@ -1,6 +1,6 @@
|
||||
[project]
|
||||
name = "pytheory"
|
||||
version = "0.36.3"
|
||||
version = "0.39.2"
|
||||
description = "Music Theory for Humans"
|
||||
readme = "README.md"
|
||||
license = "MIT"
|
||||
@@ -21,7 +21,6 @@ classifiers = [
|
||||
"Programming Language :: Python :: 3.13",
|
||||
]
|
||||
dependencies = [
|
||||
"numeral",
|
||||
"sounddevice",
|
||||
"scipy",
|
||||
]
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
"""PyTheory: Music Theory for Humans."""
|
||||
|
||||
__version__ = "0.36.3"
|
||||
__version__ = "0.39.2"
|
||||
|
||||
from .tones import Tone, Interval
|
||||
from .systems import System, SYSTEMS, TET
|
||||
@@ -23,7 +23,7 @@ __all__ = [
|
||||
"PROGRESSIONS", "Chord", "Fretboard", "Fingering", "analyze_progression",
|
||||
"System", "SYSTEMS", "TET", "CHARTS", "charts_for_fretboard",
|
||||
"play", "save", "save_midi", "play_progression", "play_pattern",
|
||||
"play_score", "Synth", "Envelope",
|
||||
"play_score", "render_score", "Synth", "Envelope",
|
||||
"Duration", "TimeSignature", "RhythmNote", "Rest", "Score", "Part",
|
||||
"DrumSound", "Pattern", "Section", "INSTRUMENTS",
|
||||
]
|
||||
|
||||
@@ -2,6 +2,43 @@ import math
|
||||
|
||||
REFERENCE_A = 440
|
||||
|
||||
# ── Roman numeral helpers (replaces `numeral` package) ───────────────────
|
||||
|
||||
_ROMAN_MAP = [
|
||||
(1000, "M"), (900, "CM"), (500, "D"), (400, "CD"),
|
||||
(100, "C"), (90, "XC"), (50, "L"), (40, "XL"),
|
||||
(10, "X"), (9, "IX"), (5, "V"), (4, "IV"), (1, "I"),
|
||||
]
|
||||
|
||||
_ROMAN_VALUES = {
|
||||
"I": 1, "V": 5, "X": 10, "L": 50, "C": 100, "D": 500, "M": 1000,
|
||||
}
|
||||
|
||||
|
||||
def int2roman(n: int) -> str:
|
||||
"""Convert an integer to an uppercase Roman numeral string."""
|
||||
result = []
|
||||
for value, numeral in _ROMAN_MAP:
|
||||
while n >= value:
|
||||
result.append(numeral)
|
||||
n -= value
|
||||
return "".join(result)
|
||||
|
||||
|
||||
def roman2int(s: str) -> int:
|
||||
"""Convert a Roman numeral string (case-insensitive) to an integer."""
|
||||
s = s.upper()
|
||||
total = 0
|
||||
prev = 0
|
||||
for ch in reversed(s):
|
||||
val = _ROMAN_VALUES.get(ch, 0)
|
||||
if val < prev:
|
||||
total -= val
|
||||
else:
|
||||
total += val
|
||||
prev = val
|
||||
return total
|
||||
|
||||
# Index of C in the Western tone list (A=0, A#=1, B=2, C=3, ...).
|
||||
# Scientific pitch notation changes octave at C, not A, so this offset
|
||||
# is needed for all octave arithmetic.
|
||||
|
||||
+2
-2
@@ -849,7 +849,7 @@ class Chord:
|
||||
>>> Chord([D4, F4, A4]).analyze("C")
|
||||
'ii'
|
||||
"""
|
||||
import numeral as numeral_mod
|
||||
from ._statics import int2roman
|
||||
from .scales import TonedScale
|
||||
from .systems import SYSTEMS
|
||||
from .tones import Tone
|
||||
@@ -874,7 +874,7 @@ class Chord:
|
||||
scale_names = [t.name for t in scale.tones[:-1]]
|
||||
|
||||
def _build_numeral(root, quality, degree_idx, prefix=""):
|
||||
numeral_str = numeral_mod.int2roman(degree_idx + 1, only_ascii=True)
|
||||
numeral_str = int2roman(degree_idx + 1)
|
||||
suffix = ""
|
||||
if "minor" in quality:
|
||||
numeral_str = numeral_str.lower()
|
||||
|
||||
+469
-54
@@ -1237,6 +1237,47 @@ def steel_drum_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
|
||||
return (peak * wave).astype(numpy.int16)
|
||||
|
||||
|
||||
def harmonium_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
|
||||
"""Harmonium — Indian pump organ, single free reed per note.
|
||||
|
||||
Unlike accordion (doubled musette reeds), the harmonium has one
|
||||
reed per note — no beating, just a pure, nasal, reedy tone.
|
||||
Constant bellows pressure, warm but slightly buzzy. The sound
|
||||
of kirtan, qawwali, and devotional music.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float64) / SAMPLE_RATE
|
||||
rng = numpy.random.default_rng(int(hz * 100) % 2**31)
|
||||
|
||||
# Single reed — odd harmonics stronger (like clarinet but warmer)
|
||||
wave = numpy.zeros(n_samples, dtype=numpy.float64)
|
||||
for n in range(1, 12):
|
||||
f_n = hz * n
|
||||
if f_n >= SAMPLE_RATE / 2:
|
||||
break
|
||||
amp = (1.0 / n) * (1.0 if n % 2 == 1 else 0.5)
|
||||
phase = rng.uniform(0, 2 * numpy.pi)
|
||||
wave += amp * numpy.sin(2 * numpy.pi * f_n * t + phase)
|
||||
|
||||
# Bellows pressure — gentle swell, slower than accordion
|
||||
bellows = 0.9 + 0.1 * numpy.sin(2 * numpy.pi * 0.5 * t)
|
||||
wave *= bellows
|
||||
|
||||
# Nasal character — slight midrange boost
|
||||
import scipy.signal as _sig
|
||||
center = min(1200, hz * 3)
|
||||
lo = max(20, int(center - 300))
|
||||
hi = min(SAMPLE_RATE // 2 - 1, int(center + 300))
|
||||
if lo < hi:
|
||||
bp, ap = _sig.butter(2, [lo, hi], btype='band', fs=SAMPLE_RATE)
|
||||
nasal = _sig.lfilter(bp, ap, wave) * 0.2
|
||||
wave += nasal
|
||||
|
||||
mx = numpy.abs(wave).max()
|
||||
if mx > 0:
|
||||
wave /= mx
|
||||
return (peak * wave).astype(numpy.int16)
|
||||
|
||||
|
||||
def accordion_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
|
||||
"""Accordion — bellows-driven free reeds.
|
||||
|
||||
@@ -1794,6 +1835,7 @@ class Synth(Enum):
|
||||
THEREMIN = "theremin_synth"
|
||||
KALIMBA = "kalimba_synth"
|
||||
STEEL_DRUM = "steel_drum_synth"
|
||||
HARMONIUM = "harmonium_synth"
|
||||
ACCORDION = "accordion_synth"
|
||||
DIDGERIDOO = "didgeridoo_synth"
|
||||
BAGPIPE = "bagpipe_synth"
|
||||
@@ -1825,7 +1867,7 @@ _SYNTH_FUNCTIONS = {
|
||||
"granular_synth": granular_wave, "vocal_synth": vocal_wave,
|
||||
"pedal_steel_synth": pedal_steel_wave, "theremin_synth": theremin_wave,
|
||||
"kalimba_synth": kalimba_wave, "steel_drum_synth": steel_drum_wave,
|
||||
"accordion_synth": accordion_wave, "didgeridoo_synth": didgeridoo_wave,
|
||||
"harmonium_synth": harmonium_wave, "accordion_synth": accordion_wave, "didgeridoo_synth": didgeridoo_wave,
|
||||
"bagpipe_synth": bagpipe_wave,
|
||||
"banjo_synth": banjo_wave, "mandolin_synth": mandolin_wave,
|
||||
"ukulele_synth": ukulele_wave,
|
||||
@@ -2584,6 +2626,52 @@ def _synth_mridangam_tha(n_samples):
|
||||
return out
|
||||
|
||||
|
||||
def _synth_doumbek_dum(n_samples):
|
||||
"""Doumbek Dum — open center strike, deep and round."""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
freq = 80 + 40 * numpy.exp(-25 * t)
|
||||
phase = 2 * numpy.pi * numpy.cumsum(freq) / SAMPLE_RATE
|
||||
body = numpy.sin(phase) * _exp_decay(n_samples, 8) * 0.8
|
||||
thump_len = min(int(SAMPLE_RATE * 0.04), n_samples)
|
||||
import scipy.signal as _sig
|
||||
thump = _noise(thump_len)
|
||||
if thump_len > 20:
|
||||
bl, al = _sig.butter(2, [50, 250], btype='band', fs=SAMPLE_RATE)
|
||||
thump = _sig.lfilter(bl, al, numpy.pad(thump, (0, max(0, n_samples - thump_len))))[:thump_len].astype(numpy.float32)
|
||||
thump *= _exp_decay(thump_len, 22) * 0.7
|
||||
body[:thump_len] += thump
|
||||
return numpy.tanh(body * 1.3).astype(numpy.float32)
|
||||
|
||||
|
||||
def _synth_doumbek_tek(n_samples):
|
||||
"""Doumbek Tek — sharp edge strike, bright and cutting."""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
ring = numpy.sin(2 * numpy.pi * 400 * t) * _exp_decay(n_samples, 22) * 0.5
|
||||
ring2 = numpy.sin(2 * numpy.pi * 900 * t) * 0.3 * _exp_decay(n_samples, 30)
|
||||
click_len = min(int(SAMPLE_RATE * 0.005), n_samples)
|
||||
click = _noise(click_len) * _exp_decay(click_len, 300) * 0.9
|
||||
import scipy.signal as _sig
|
||||
if click_len > 10:
|
||||
bl, al = _sig.butter(2, [2000, min(8000, SAMPLE_RATE // 2 - 1)], btype='band', fs=SAMPLE_RATE)
|
||||
click = _sig.lfilter(bl, al, numpy.pad(click, (0, max(0, n_samples - click_len))))[:click_len].astype(numpy.float32)
|
||||
result = ring + ring2
|
||||
result[:click_len] += click
|
||||
return numpy.tanh(result * 1.8).astype(numpy.float32)
|
||||
|
||||
|
||||
def _synth_doumbek_ka(n_samples):
|
||||
"""Doumbek Ka — muted edge slap, short and dry."""
|
||||
n = min(n_samples, int(SAMPLE_RATE * 0.04))
|
||||
t = numpy.arange(n, dtype=numpy.float32) / SAMPLE_RATE
|
||||
body = numpy.sin(2 * numpy.pi * 350 * t) * _exp_decay(n, 30) * 0.4
|
||||
slap = _noise(min(80, n)) * _exp_decay(min(80, n), 200) * 0.7
|
||||
result = body
|
||||
result[:min(80, n)] += slap
|
||||
out = numpy.zeros(n_samples, dtype=numpy.float32)
|
||||
out[:n] = numpy.tanh(result * 1.5)
|
||||
return out
|
||||
|
||||
|
||||
def _synth_cajon_bass(n_samples):
|
||||
"""Cajón bass — palm strike on center of the face.
|
||||
|
||||
@@ -2708,6 +2796,151 @@ def _synth_metal_hat(n_samples):
|
||||
return out
|
||||
|
||||
|
||||
def _synth_march_snare(n_samples):
|
||||
"""Marching snare — ultra-tight kevlar head, high and crisp.
|
||||
|
||||
Higher pitched than a kit snare. Very short decay — all attack,
|
||||
no sustain. Tight snare wires give a brief sizzle.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Higher-pitched body — tight kevlar pops high
|
||||
body = numpy.sin(2 * numpy.pi * 450 * t) * _exp_decay(n_samples, 60) * 0.4
|
||||
body2 = numpy.sin(2 * numpy.pi * 700 * t) * _exp_decay(n_samples, 75) * 0.2
|
||||
# Sharp stick pop
|
||||
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
|
||||
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.2
|
||||
# Very tight snare sizzle — higher band, shorter
|
||||
buzz_len = min(int(SAMPLE_RATE * 0.025), n_samples)
|
||||
buzz_raw = _noise(buzz_len)
|
||||
if buzz_len > 20:
|
||||
bl, al = scipy.signal.butter(2, [3500, 8000], btype='band', fs=SAMPLE_RATE)
|
||||
buzz = scipy.signal.lfilter(bl, al, numpy.pad(buzz_raw, (0, max(0, n_samples - buzz_len))))[:buzz_len]
|
||||
else:
|
||||
buzz = buzz_raw
|
||||
buzz *= _exp_decay(buzz_len, 50) * 0.35
|
||||
result = body + body2
|
||||
result[:click_len] += click
|
||||
result[:buzz_len] += buzz
|
||||
return numpy.tanh(result * 2.8)
|
||||
|
||||
|
||||
def _synth_march_rimshot(n_samples):
|
||||
"""Marching rimshot — woody metallic crack.
|
||||
|
||||
The stick catches the rim — you get the full snare hit plus
|
||||
a bright, woody-metallic crack from the aluminum rim. Short
|
||||
ring that dies fast but gives it that cutting edge.
|
||||
"""
|
||||
wave = _synth_march_snare(n_samples)
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Rim crack — bright but short, woody-metallic character
|
||||
rim = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 45) * 0.35
|
||||
rim2 = numpy.sin(2 * numpy.pi * 2200 * t) * _exp_decay(n_samples, 55) * 0.2
|
||||
# Hard transient pop
|
||||
pop_len = min(int(SAMPLE_RATE * 0.002), n_samples)
|
||||
pop = _noise(pop_len) * _exp_decay(pop_len, 350) * 1.5
|
||||
# Extra body punch
|
||||
punch = numpy.sin(2 * numpy.pi * 500 * t) * _exp_decay(n_samples, 65) * 0.3
|
||||
result = wave * 1.4 + rim + rim2 + punch
|
||||
result[:pop_len] += pop
|
||||
return numpy.tanh(result * 2.0)
|
||||
|
||||
|
||||
def _synth_march_click(n_samples):
|
||||
"""Stick click — taped hickory sticks clocked together.
|
||||
|
||||
Bright wood-on-wood with a slightly dampened attack from the
|
||||
electrical tape. Not as ringy as a clave — the tape absorbs
|
||||
some of the high overtones — but still bright and snappy.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Wood resonance — brighter than before, but tape dampens ring
|
||||
body = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 65) * 0.45
|
||||
body2 = numpy.sin(2 * numpy.pi * 1800 * t) * _exp_decay(n_samples, 80) * 0.25
|
||||
# Woody overtone — gives it that hickory character
|
||||
body3 = numpy.sin(2 * numpy.pi * 2600 * t) * _exp_decay(n_samples, 95) * 0.12
|
||||
# Bright but slightly muffled transient (tape on wood)
|
||||
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
|
||||
click_raw = _noise(click_len)
|
||||
if click_len > 10:
|
||||
bl, al = scipy.signal.butter(2, [800, 7000], btype='band', fs=SAMPLE_RATE)
|
||||
click = scipy.signal.lfilter(bl, al, numpy.pad(click_raw, (0, max(0, n_samples - click_len))))[:click_len]
|
||||
else:
|
||||
click = click_raw
|
||||
click *= _exp_decay(click_len, 350) * 0.9
|
||||
result = body + body2 + body3
|
||||
result[:click_len] += click
|
||||
return numpy.tanh(result * 2.8)
|
||||
|
||||
|
||||
def _synth_quad(n_samples, pitch=300):
|
||||
"""Marching tenor/quad drum — tuned mylar head, bright and ringy.
|
||||
|
||||
Quads have a distinctive metallic ting from the high-tension
|
||||
mylar head and aluminum shell. More ring than a kit tom,
|
||||
brighter attack, clear pitch.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Pitched body — more ring/sustain than snare
|
||||
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 22) * 0.5
|
||||
# Metallic overtones — the ting
|
||||
ting = numpy.sin(2 * numpy.pi * pitch * 2.3 * t) * _exp_decay(n_samples, 35) * 0.25
|
||||
ting2 = numpy.sin(2 * numpy.pi * pitch * 3.1 * t) * _exp_decay(n_samples, 45) * 0.12
|
||||
# Shell ring
|
||||
shell = numpy.sin(2 * numpy.pi * pitch * 4.7 * t) * _exp_decay(n_samples, 55) * 0.06
|
||||
# Sharp stick attack
|
||||
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
|
||||
click = _noise(click_len) * _exp_decay(click_len, 400) * 0.8
|
||||
result = body + ting + ting2 + shell
|
||||
result[:click_len] += click
|
||||
return numpy.tanh(result * 2.5)
|
||||
|
||||
|
||||
def _synth_quad_spock(n_samples):
|
||||
"""Quad spock — rim shot on the tenor shell. Bright, ringy, cutting."""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
ring = numpy.sin(2 * numpy.pi * 1400 * t) * _exp_decay(n_samples, 40) * 0.5
|
||||
ring2 = numpy.sin(2 * numpy.pi * 2100 * t) * _exp_decay(n_samples, 55) * 0.25
|
||||
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
|
||||
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.0
|
||||
result = ring + ring2
|
||||
result[:click_len] += click
|
||||
return numpy.tanh(result * 2.8)
|
||||
|
||||
|
||||
def _synth_march_bass(n_samples, pitch=60):
|
||||
"""Marching bass drum — deep, boomy, pitched, felt beater thwack.
|
||||
|
||||
The beater hitting the head is a big part of the sound — a round,
|
||||
pillowy thwack followed by the deep pitched boom. More beater
|
||||
sound than a kit bass drum because marching bass drums project
|
||||
outward.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Deep pitched body — sustains and rings
|
||||
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 10) * 0.7
|
||||
body2 = numpy.sin(2 * numpy.pi * pitch * 2 * t) * _exp_decay(n_samples, 16) * 0.2
|
||||
# Sub thump
|
||||
sub = numpy.sin(2 * numpy.pi * pitch * 0.5 * t) * _exp_decay(n_samples, 8) * 0.3
|
||||
# BIG beater thwack — dominant part of the attack
|
||||
thwack_len = min(int(SAMPLE_RATE * 0.025), n_samples)
|
||||
thwack_raw = _noise(thwack_len)
|
||||
if thwack_len > 10:
|
||||
bl, al = scipy.signal.butter(2, [150, 2500], btype='band', fs=SAMPLE_RATE)
|
||||
thwack = scipy.signal.lfilter(bl, al, numpy.pad(thwack_raw, (0, max(0, n_samples - thwack_len))))[:thwack_len]
|
||||
else:
|
||||
thwack = thwack_raw
|
||||
thwack *= _exp_decay(thwack_len, 55) * 1.5
|
||||
# Head slap — the mylar flexing on impact
|
||||
slap_len = min(int(SAMPLE_RATE * 0.008), n_samples)
|
||||
slap = numpy.sin(2 * numpy.pi * pitch * 3 * numpy.arange(slap_len, dtype=numpy.float32) / SAMPLE_RATE)
|
||||
slap *= _exp_decay(slap_len, 90) * 0.4
|
||||
result = body + body2 + sub
|
||||
result[:thwack_len] += thwack
|
||||
result[:slap_len] += slap
|
||||
return numpy.tanh(result * 2.0)
|
||||
|
||||
|
||||
def _synth_tabla_ge_bend(n_samples):
|
||||
"""Tabla Ge with upward pitch bend — palm pressing into bayan head.
|
||||
|
||||
@@ -2802,29 +3035,27 @@ def _synth_djembe_tone(n_samples):
|
||||
def _synth_djembe_slap(n_samples):
|
||||
"""Djembe slap — edge strike with fingers spread, sharp crack.
|
||||
|
||||
The highest, sharpest djembe sound. Fingers fan out on contact
|
||||
creating a loud crack with minimal sustain.
|
||||
The highest, sharpest djembe sound. A dry, high-pitched pop from
|
||||
goatskin membrane — NOT a snare. Tight attack, very short decay,
|
||||
skin character rather than wire rattle.
|
||||
"""
|
||||
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
|
||||
# Sharp crack — mostly noise
|
||||
crack_len = min(int(SAMPLE_RATE * 0.02), n_samples)
|
||||
crack = _noise(crack_len) * _exp_decay(crack_len, 100) * 1.0
|
||||
# Brief high-pitched ring
|
||||
ring = numpy.sin(2 * numpy.pi * 600 * t) * _exp_decay(n_samples, 25) * 0.4
|
||||
ring2 = numpy.sin(2 * numpy.pi * 1200 * t) * 0.2 * _exp_decay(n_samples, 35)
|
||||
# Brief membrane pop
|
||||
thump_len = min(int(SAMPLE_RATE * 0.02), n_samples)
|
||||
thump_raw = _noise(thump_len)
|
||||
if thump_len > 20:
|
||||
bl, al = scipy.signal.butter(2, [300, 2000], btype='band', fs=SAMPLE_RATE)
|
||||
thump = scipy.signal.lfilter(bl, al, numpy.pad(thump_raw, (0, max(0, n_samples - thump_len))))[:thump_len]
|
||||
# High membrane pop — goatskin resonance, much higher than snare
|
||||
pop = numpy.sin(2 * numpy.pi * 900 * t) * _exp_decay(n_samples, 50) * 0.5
|
||||
pop2 = numpy.sin(2 * numpy.pi * 1600 * t) * _exp_decay(n_samples, 60) * 0.25
|
||||
pop3 = numpy.sin(2 * numpy.pi * 2400 * t) * _exp_decay(n_samples, 80) * 0.12
|
||||
# Very short filtered click — hand-on-skin transient, not noise rattle
|
||||
click_len = min(int(SAMPLE_RATE * 0.008), n_samples)
|
||||
click_raw = _noise(click_len)
|
||||
if click_len > 20:
|
||||
bl, al = scipy.signal.butter(2, 1800 / (SAMPLE_RATE / 2), btype='high')
|
||||
click = scipy.signal.lfilter(bl, al, numpy.pad(click_raw, (0, max(0, n_samples - click_len))))[:click_len]
|
||||
else:
|
||||
thump = thump_raw
|
||||
thump *= _exp_decay(thump_len, 80) * 0.8
|
||||
result = ring + ring2
|
||||
result[:crack_len] += crack
|
||||
result[:thump_len] += thump
|
||||
return numpy.tanh(result * 1.7)
|
||||
click = click_raw
|
||||
click *= _exp_decay(click_len, 150) * 0.6
|
||||
result = pop + pop2 + pop3
|
||||
result[:click_len] += click
|
||||
return numpy.tanh(result * 1.5)
|
||||
|
||||
|
||||
def _synth_guiro(n_samples):
|
||||
@@ -2914,6 +3145,10 @@ def _render_drum_hit(sound_value, n_samples):
|
||||
DrumSound.DJEMBE_BASS.value: lambda n: _synth_djembe_bass(n),
|
||||
DrumSound.DJEMBE_TONE.value: lambda n: _synth_djembe_tone(n),
|
||||
DrumSound.DJEMBE_SLAP.value: lambda n: _synth_djembe_slap(n),
|
||||
# Doumbek
|
||||
DrumSound.DOUMBEK_DUM.value: lambda n: _synth_doumbek_dum(n),
|
||||
DrumSound.DOUMBEK_TEK.value: lambda n: _synth_doumbek_tek(n),
|
||||
DrumSound.DOUMBEK_KA.value: lambda n: _synth_doumbek_ka(n),
|
||||
# Cajon
|
||||
DrumSound.CAJON_BASS.value: lambda n: _synth_cajon_bass(n),
|
||||
DrumSound.CAJON_SLAP.value: lambda n: _synth_cajon_slap(n),
|
||||
@@ -2922,6 +3157,22 @@ def _render_drum_hit(sound_value, n_samples):
|
||||
DrumSound.METAL_KICK.value: lambda n: _synth_metal_kick(n),
|
||||
DrumSound.METAL_SNARE.value: lambda n: _synth_metal_snare(n),
|
||||
DrumSound.METAL_HAT.value: lambda n: _synth_metal_hat(n),
|
||||
# Marching
|
||||
DrumSound.MARCH_SNARE.value: lambda n: _synth_march_snare(n),
|
||||
DrumSound.MARCH_RIMSHOT.value: lambda n: _synth_march_rimshot(n),
|
||||
DrumSound.MARCH_CLICK.value: lambda n: _synth_march_click(n),
|
||||
# Quads (tenor drums) — pitched high to low
|
||||
DrumSound.QUAD_1.value: lambda n: _synth_quad(n, pitch=400),
|
||||
DrumSound.QUAD_2.value: lambda n: _synth_quad(n, pitch=330),
|
||||
DrumSound.QUAD_3.value: lambda n: _synth_quad(n, pitch=270),
|
||||
DrumSound.QUAD_4.value: lambda n: _synth_quad(n, pitch=220),
|
||||
DrumSound.QUAD_SPOCK.value: lambda n: _synth_quad_spock(n),
|
||||
# Marching bass drums — pitched high to low
|
||||
DrumSound.BASS_1.value: lambda n: _synth_march_bass(n, pitch=90),
|
||||
DrumSound.BASS_2.value: lambda n: _synth_march_bass(n, pitch=75),
|
||||
DrumSound.BASS_3.value: lambda n: _synth_march_bass(n, pitch=62),
|
||||
DrumSound.BASS_4.value: lambda n: _synth_march_bass(n, pitch=52),
|
||||
DrumSound.BASS_5.value: lambda n: _synth_march_bass(n, pitch=42),
|
||||
}
|
||||
|
||||
renderer = _dispatch.get(sound_value, lambda n: _synth_clave(n))
|
||||
@@ -4055,10 +4306,48 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
|
||||
start += _rnd.randint(-max_offset, max_offset)
|
||||
start = max(0, start)
|
||||
dur_ms = note.beats * 60_000 / bpm
|
||||
# Articulation: adjust duration and velocity
|
||||
art = getattr(note, 'articulation', '')
|
||||
art_vel_mult = 1.0
|
||||
art_attack_mult = 1.0 # multiplier for envelope attack
|
||||
if art == 'staccato':
|
||||
dur_ms *= 0.4 # short and bouncy
|
||||
elif art == 'legato':
|
||||
dur_ms *= 1.15 # slight overlap into next note
|
||||
elif art == 'marcato':
|
||||
art_vel_mult = 1.25 # heavier
|
||||
art_attack_mult = 0.3 # sharper attack
|
||||
elif art == 'tenuto':
|
||||
art_attack_mult = 1.8 # softer attack, full duration
|
||||
elif art == 'accent':
|
||||
art_vel_mult = 1.2
|
||||
elif art == 'fermata':
|
||||
dur_ms *= 1.5 # held longer
|
||||
n_samples = int(SAMPLE_RATE * dur_ms / 1000)
|
||||
if start + n_samples > total_samples:
|
||||
n_samples = total_samples - start
|
||||
if n_samples > 0 and start >= 0:
|
||||
# Drum hit via Part.hit() — use drum synth directly
|
||||
from .rhythm import _DrumTone
|
||||
if isinstance(note.tone, _DrumTone):
|
||||
drum_wave = _render_drum_hit(note.tone.sound.value, n_samples)
|
||||
mixed = drum_wave.astype(numpy.float32)
|
||||
# Staccato fade-out for drums
|
||||
if art == 'staccato':
|
||||
fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
|
||||
if fade_len > 0:
|
||||
mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
|
||||
vel = getattr(note, 'velocity', 100)
|
||||
vel = min(127, int(vel * art_vel_mult))
|
||||
if humanize > 0.0:
|
||||
vel_jitter = int(humanize * 15)
|
||||
vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
|
||||
vel_scale = vel / 127.0
|
||||
end = min(start + len(mixed), total_samples)
|
||||
buf[start:end] += mixed[:end - start] * volume * vel_scale
|
||||
if not getattr(note, '_hold', False):
|
||||
beat_pos += note.beats
|
||||
continue
|
||||
# Get pitches
|
||||
if hasattr(note.tone, 'tones'):
|
||||
pitches = [t.pitch(temperament=temperament, reference_pitch=reference_pitch) for t in note.tone.tones]
|
||||
@@ -4159,11 +4448,18 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
|
||||
if noise_mix > 0:
|
||||
noise = numpy.random.uniform(-1, 1, n_samples).astype(numpy.float32)
|
||||
mixed = mixed * (1.0 - noise_mix * 0.5) + noise * noise_mix * 0.5
|
||||
# Amplitude envelope
|
||||
if a > 0 or d > 0 or s < 1.0 or r > 0:
|
||||
mixed = _apply_envelope(mixed, a, d, s, r)
|
||||
# Per-note velocity
|
||||
# Amplitude envelope (articulation may adjust attack)
|
||||
art_a = a * art_attack_mult
|
||||
if art_a > 0 or d > 0 or s < 1.0 or r > 0:
|
||||
mixed = _apply_envelope(mixed, art_a, d, s, r)
|
||||
# Staccato: apply a quick fade-out at the end
|
||||
if art == 'staccato':
|
||||
fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
|
||||
if fade_len > 0:
|
||||
mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
|
||||
# Per-note velocity (articulation may boost)
|
||||
vel = getattr(note, 'velocity', 100)
|
||||
vel = min(127, int(vel * art_vel_mult))
|
||||
if humanize > 0.0:
|
||||
vel_jitter = int(humanize * 15)
|
||||
vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
|
||||
@@ -4361,35 +4657,71 @@ def render_score(score):
|
||||
synth_kwargs["mod_index"] = part.fm_index
|
||||
_temperament = getattr(score, 'temperament', 'equal')
|
||||
_ref_pitch = getattr(score, 'reference_pitch', 440.0)
|
||||
if part.legato:
|
||||
_render_legato_to_buf(
|
||||
part.notes, part_buf, samples_per_beat, total_samples,
|
||||
synth_fn, env_tuple, part.volume, score.bpm,
|
||||
glide_time=part.glide, swing=effective_swing,
|
||||
tempo_map=tempo_map if has_tempo_changes else None,
|
||||
temperament=_temperament, reference_pitch=_ref_pitch)
|
||||
else:
|
||||
_render_notes_to_buf(
|
||||
part.notes, part_buf, samples_per_beat, total_samples,
|
||||
synth_fn, env_tuple, part.volume, score.bpm,
|
||||
swing=effective_swing,
|
||||
tempo_map=tempo_map if has_tempo_changes else None,
|
||||
humanize=part.humanize,
|
||||
detune=part.detune,
|
||||
spread=part.spread,
|
||||
stereo_buf=stereo_buf,
|
||||
sub_osc=part.sub_osc,
|
||||
noise_mix=part.noise_mix,
|
||||
filter_attack=part.filter_attack,
|
||||
filter_decay=part.filter_decay,
|
||||
filter_sustain=part.filter_sustain,
|
||||
filter_amount=part.filter_amount,
|
||||
vel_to_filter=part.vel_to_filter,
|
||||
filter_q=part.lowpass_q,
|
||||
synth_kwargs=synth_kwargs,
|
||||
temperament=_temperament,
|
||||
reference_pitch=_ref_pitch,
|
||||
analog=part.analog)
|
||||
|
||||
n_ensemble = max(1, getattr(part, 'ensemble', 1))
|
||||
|
||||
for _ens_i in range(n_ensemble):
|
||||
# Each ensemble voice gets its own buffer
|
||||
ens_buf = part_buf if n_ensemble == 1 else numpy.zeros(total_samples, dtype=numpy.float32)
|
||||
# Ensemble voices get micro-variations
|
||||
ens_humanize = part.humanize
|
||||
ens_analog = part.analog
|
||||
if n_ensemble > 1:
|
||||
import random as _ens_rnd
|
||||
_ens_rnd.seed(42 + _ens_i * 7)
|
||||
# Hybrid approach:
|
||||
# 1. Consistent player tendency (rush/drag) — seeded per player
|
||||
_player_tendency = _ens_rnd.gauss(0, 0.018)
|
||||
# 2. Tiny per-note wobble on top
|
||||
ens_humanize = max(part.humanize, 0.012)
|
||||
# Each player's drum tuned slightly different
|
||||
ens_analog = max(part.analog, 0.06 + _ens_rnd.uniform(0, 0.08))
|
||||
|
||||
if part.legato:
|
||||
_render_legato_to_buf(
|
||||
part.notes, ens_buf, samples_per_beat, total_samples,
|
||||
synth_fn, env_tuple, part.volume, score.bpm,
|
||||
glide_time=part.glide, swing=effective_swing,
|
||||
tempo_map=tempo_map if has_tempo_changes else None,
|
||||
temperament=_temperament, reference_pitch=_ref_pitch)
|
||||
else:
|
||||
_render_notes_to_buf(
|
||||
part.notes, ens_buf, samples_per_beat, total_samples,
|
||||
synth_fn, env_tuple, part.volume, score.bpm,
|
||||
swing=effective_swing,
|
||||
tempo_map=tempo_map if has_tempo_changes else None,
|
||||
humanize=ens_humanize,
|
||||
detune=part.detune,
|
||||
spread=part.spread,
|
||||
stereo_buf=stereo_buf,
|
||||
sub_osc=part.sub_osc,
|
||||
noise_mix=part.noise_mix,
|
||||
filter_attack=part.filter_attack,
|
||||
filter_decay=part.filter_decay,
|
||||
filter_sustain=part.filter_sustain,
|
||||
filter_amount=part.filter_amount,
|
||||
vel_to_filter=part.vel_to_filter,
|
||||
filter_q=part.lowpass_q,
|
||||
synth_kwargs=synth_kwargs,
|
||||
temperament=_temperament,
|
||||
reference_pitch=_ref_pitch,
|
||||
analog=ens_analog)
|
||||
|
||||
if n_ensemble > 1:
|
||||
# Shift the whole voice by the player's consistent tendency
|
||||
# (some players rush, some drag — this is fixed per player)
|
||||
shift_samples = int(_player_tendency * samples_per_beat)
|
||||
if shift_samples > 0 and shift_samples < total_samples:
|
||||
# Player drags — shift right
|
||||
shifted = numpy.zeros_like(ens_buf)
|
||||
shifted[shift_samples:] = ens_buf[:-shift_samples]
|
||||
ens_buf = shifted
|
||||
elif shift_samples < 0 and abs(shift_samples) < total_samples:
|
||||
# Player rushes — shift left
|
||||
shifted = numpy.zeros_like(ens_buf)
|
||||
shifted[:shift_samples] = ens_buf[-shift_samples:]
|
||||
ens_buf = shifted
|
||||
part_buf += ens_buf / n_ensemble
|
||||
|
||||
# Apply effects — segmented if automation exists
|
||||
auto_points = part._get_automation_points()
|
||||
@@ -4510,6 +4842,10 @@ def render_score(score):
|
||||
DrumSound.DJEMBE_BASS.value: 0.0,
|
||||
DrumSound.DJEMBE_TONE.value: 0.1,
|
||||
DrumSound.DJEMBE_SLAP.value: -0.1,
|
||||
# Doumbek
|
||||
DrumSound.DOUMBEK_DUM.value: 0.0,
|
||||
DrumSound.DOUMBEK_TEK.value: 0.1,
|
||||
DrumSound.DOUMBEK_KA.value: -0.1,
|
||||
# Cajon — centered (single instrument)
|
||||
DrumSound.CAJON_BASS.value: 0.0,
|
||||
DrumSound.CAJON_SLAP.value: 0.0,
|
||||
@@ -4518,6 +4854,22 @@ def render_score(score):
|
||||
DrumSound.METAL_KICK.value: 0.0,
|
||||
DrumSound.METAL_SNARE.value: 0.0,
|
||||
DrumSound.METAL_HAT.value: 0.3,
|
||||
# Marching — centered
|
||||
DrumSound.MARCH_SNARE.value: 0.0,
|
||||
DrumSound.MARCH_RIMSHOT.value: 0.0,
|
||||
DrumSound.MARCH_CLICK.value: 0.0,
|
||||
# Quads — spread across the field
|
||||
DrumSound.QUAD_1.value: -0.3,
|
||||
DrumSound.QUAD_2.value: -0.1,
|
||||
DrumSound.QUAD_3.value: 0.1,
|
||||
DrumSound.QUAD_4.value: 0.3,
|
||||
DrumSound.QUAD_SPOCK.value: 0.0,
|
||||
# Bass drums — spread wide
|
||||
DrumSound.BASS_1.value: -0.5,
|
||||
DrumSound.BASS_2.value: -0.25,
|
||||
DrumSound.BASS_3.value: 0.0,
|
||||
DrumSound.BASS_4.value: 0.25,
|
||||
DrumSound.BASS_5.value: 0.5,
|
||||
}
|
||||
|
||||
# Render all drum Parts (may be one "drums" or split into kick/snare/hats/etc.)
|
||||
@@ -4533,6 +4885,7 @@ def render_score(score):
|
||||
# Track last hit position per sound for choke (new hit dampens
|
||||
# the previous ring on the same drum)
|
||||
_last_hit_start = {}
|
||||
_resonance = {} # sound_id → resonance level (0.0–1.0)
|
||||
|
||||
for hit in drum_part._drum_hits:
|
||||
pos = hit.position
|
||||
@@ -4565,6 +4918,35 @@ def render_score(score):
|
||||
part_stereo[fade_start:start, ch] *= fade
|
||||
_last_hit_start[sound_id] = start
|
||||
|
||||
# Cross-choke: a new hit on one sound dampens the ring of
|
||||
# related sounds on the same instrument (e.g. djembe slap
|
||||
# kills the bass resonance, closed hat kills open hat).
|
||||
_CHOKE_GROUPS = {
|
||||
# Djembe — any strike dampens the others
|
||||
DrumSound.DJEMBE_BASS.value: (DrumSound.DJEMBE_TONE.value, DrumSound.DJEMBE_SLAP.value),
|
||||
DrumSound.DJEMBE_TONE.value: (DrumSound.DJEMBE_BASS.value, DrumSound.DJEMBE_SLAP.value),
|
||||
DrumSound.DJEMBE_SLAP.value: (DrumSound.DJEMBE_BASS.value, DrumSound.DJEMBE_TONE.value),
|
||||
# Hi-hats — closed chokes open
|
||||
DrumSound.CLOSED_HAT.value: (DrumSound.OPEN_HAT.value,),
|
||||
DrumSound.PEDAL_HAT.value: (DrumSound.OPEN_HAT.value,),
|
||||
# Cajón — slap dampens bass ring
|
||||
DrumSound.CAJON_SLAP.value: (DrumSound.CAJON_BASS.value,),
|
||||
DrumSound.CAJON_TAP.value: (DrumSound.CAJON_BASS.value,),
|
||||
# Doumbek — tek/ka dampen dum
|
||||
DrumSound.DOUMBEK_TEK.value: (DrumSound.DOUMBEK_DUM.value,),
|
||||
DrumSound.DOUMBEK_KA.value: (DrumSound.DOUMBEK_DUM.value,),
|
||||
}
|
||||
choke_targets = _CHOKE_GROUPS.get(sound_id, ())
|
||||
for target_id in choke_targets:
|
||||
if target_id in _last_hit_start:
|
||||
prev_start = _last_hit_start[target_id]
|
||||
fade_len = min(int(SAMPLE_RATE * 0.004), max(0, start - prev_start))
|
||||
if fade_len > 0 and start > 0:
|
||||
fade = numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
|
||||
fade_start = max(0, start - fade_len)
|
||||
for ch in range(2):
|
||||
part_stereo[fade_start:start, ch] *= fade
|
||||
|
||||
remaining = total_samples - start
|
||||
hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
|
||||
wave = _render_drum_hit(hit.sound.value, hit_len)
|
||||
@@ -4573,6 +4955,39 @@ def render_score(score):
|
||||
vel_jitter = int(drum_humanize * 10)
|
||||
vel = max(1, min(127, vel + _drum_rnd.randint(-vel_jitter, vel_jitter)))
|
||||
vel_scale = vel / 127.0
|
||||
|
||||
# Sympathetic resonance: marching snare builds up buzz
|
||||
# as hits accumulate. Each hit adds to a resonance counter
|
||||
# that scales extra snare wire buzz into the sound.
|
||||
_RESONANCE_SOUNDS = {
|
||||
DrumSound.MARCH_SNARE.value, DrumSound.MARCH_RIMSHOT.value,
|
||||
}
|
||||
if sound_id in _RESONANCE_SOUNDS:
|
||||
reso = _resonance.get(sound_id, 0.0)
|
||||
# Decay based on gap since last hit
|
||||
if sound_id in _last_hit_start:
|
||||
gap_samples = start - _last_hit_start[sound_id]
|
||||
gap_sec = gap_samples / SAMPLE_RATE
|
||||
if gap_sec > 1.0:
|
||||
reso *= 0.2
|
||||
elif gap_sec > 0.5:
|
||||
reso *= 0.5
|
||||
elif gap_sec > 0.25:
|
||||
reso *= 0.8
|
||||
# Build up (caps at 0.6)
|
||||
reso = min(0.6, reso + 0.08)
|
||||
_resonance[sound_id] = reso
|
||||
# Add sympathetic buzz proportional to resonance
|
||||
if reso > 0.1:
|
||||
buzz_len = min(int(SAMPLE_RATE * 0.06), hit_len)
|
||||
buzz = _noise(buzz_len) * reso * 0.18
|
||||
if buzz_len > 20:
|
||||
bl, al = scipy.signal.butter(
|
||||
2, [3000, 9000], btype='band', fs=SAMPLE_RATE)
|
||||
buzz = scipy.signal.lfilter(bl, al, buzz)
|
||||
buzz *= _exp_decay(buzz_len, 25)
|
||||
wave[:buzz_len] = wave[:buzz_len] + buzz.astype(numpy.float32)
|
||||
|
||||
mono_hit = wave * vel_scale * 0.7
|
||||
# Sidechain trigger — kick only
|
||||
if hit.sound.value == DrumSound.KICK.value:
|
||||
|
||||
+1000
-5
File diff suppressed because it is too large
Load Diff
+6
-6
@@ -2,8 +2,6 @@ from __future__ import annotations
|
||||
|
||||
from typing import Optional, Union
|
||||
|
||||
import numeral
|
||||
|
||||
from .systems import SYSTEMS, System
|
||||
from .tones import Tone
|
||||
|
||||
@@ -49,7 +47,8 @@ class Scale:
|
||||
def __repr__(self) -> str:
|
||||
r = []
|
||||
for (i, tone) in enumerate(self.tones):
|
||||
degree = numeral.int2roman(i + 1, only_ascii=True)
|
||||
from ._statics import int2roman
|
||||
degree = int2roman(i + 1)
|
||||
r += [f"{degree}={tone.full_name}"]
|
||||
|
||||
r = " ".join(r)
|
||||
@@ -200,7 +199,7 @@ class Scale:
|
||||
>>> scale.progression("I", "IV", "V", "I")
|
||||
[<Chord (C,E,G)>, <Chord (F,A,C)>, <Chord (G,B,D)>, <Chord (C,E,G)>]
|
||||
"""
|
||||
import numeral as numeral_mod
|
||||
from ._statics import roman2int
|
||||
chords = []
|
||||
for num in numerals:
|
||||
is_seventh = num.endswith("7")
|
||||
@@ -213,7 +212,7 @@ class Scale:
|
||||
elif clean.startswith("#") and len(clean) > 1:
|
||||
clean = clean[1:]
|
||||
flat_offset = 1 # one semitone up
|
||||
degree = numeral_mod.roman2int(clean.upper()) - 1
|
||||
degree = roman2int(clean.upper()) - 1
|
||||
if is_seventh:
|
||||
chord = self.seventh(degree)
|
||||
else:
|
||||
@@ -406,7 +405,8 @@ class Scale:
|
||||
if isinstance(item, str):
|
||||
degrees = []
|
||||
for (i, tone) in enumerate(self.tones):
|
||||
degrees.append(numeral.int2roman(i + 1, only_ascii=True))
|
||||
from ._statics import int2roman
|
||||
degrees.append(int2roman(i + 1))
|
||||
|
||||
if item in degrees:
|
||||
item = degrees.index(item)
|
||||
|
||||
+212
-2
@@ -4869,6 +4869,19 @@ def test_duration_values():
|
||||
assert abs(Duration.TRIPLET_QUARTER.value - 2 / 3) < 1e-9
|
||||
|
||||
|
||||
def test_duration_arithmetic():
|
||||
# Multiplication
|
||||
assert Duration.WHOLE * 2 == 8.0
|
||||
assert 2 * Duration.HALF == 4.0
|
||||
assert Duration.QUARTER * 3 == 3.0
|
||||
# Division
|
||||
assert Duration.WHOLE / 2 == 2.0
|
||||
# Addition
|
||||
assert Duration.HALF + Duration.QUARTER == 3.0
|
||||
assert Duration.HALF + 1.0 == 3.0
|
||||
assert 1.0 + Duration.HALF == 3.0
|
||||
|
||||
|
||||
def test_time_signature_from_string_4_4():
|
||||
ts = TimeSignature.from_string("4/4")
|
||||
assert ts.beats == 4
|
||||
@@ -5320,7 +5333,7 @@ def test_supersaw_wave():
|
||||
@needs_portaudio
|
||||
def test_all_synths_in_enum():
|
||||
from pytheory.play import Synth
|
||||
assert len(Synth) == 41
|
||||
assert len(Synth) == 42
|
||||
for s in Synth:
|
||||
wave = s(440, n_samples=1000)
|
||||
assert len(wave) == 1000
|
||||
@@ -7142,7 +7155,7 @@ def test_score_system_propagates():
|
||||
|
||||
def test_synth_enum_count():
|
||||
from pytheory.play import Synth
|
||||
assert len(Synth) == 41
|
||||
assert len(Synth) == 42
|
||||
|
||||
|
||||
def test_all_synths_render_and_enum_match():
|
||||
@@ -7151,3 +7164,200 @@ def test_all_synths_render_and_enum_match():
|
||||
for s in Synth:
|
||||
wave = s(440, n_samples=1000)
|
||||
assert len(wave) == 1000
|
||||
|
||||
|
||||
# ── Articulations ────────────────────────────────────────────────────────
|
||||
|
||||
def test_articulation_field_on_note():
|
||||
from pytheory.rhythm import Note, Duration
|
||||
n = Note(tone=None, duration=Duration.QUARTER, articulation="staccato")
|
||||
assert n.articulation == "staccato"
|
||||
|
||||
|
||||
def test_articulation_default_empty():
|
||||
from pytheory.rhythm import Note, Duration
|
||||
n = Note(tone=None, duration=Duration.QUARTER)
|
||||
assert n.articulation == ""
|
||||
|
||||
|
||||
def test_part_add_articulation():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.add("C4", Duration.QUARTER, articulation="staccato")
|
||||
p.add("D4", Duration.QUARTER, articulation="legato")
|
||||
p.add("E4", Duration.QUARTER, articulation="marcato")
|
||||
p.add("F4", Duration.QUARTER, articulation="tenuto")
|
||||
p.add("G4", Duration.QUARTER, articulation="accent")
|
||||
p.add("A4", Duration.QUARTER, articulation="fermata")
|
||||
assert len(p.notes) == 6
|
||||
assert p.notes[0].articulation == "staccato"
|
||||
assert p.notes[5].articulation == "fermata"
|
||||
|
||||
|
||||
@needs_portaudio
|
||||
def test_articulations_render():
|
||||
"""Articulations should produce audio without errors."""
|
||||
from pytheory.play import render_score
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine", volume=0.3)
|
||||
for art in ["", "staccato", "legato", "marcato", "tenuto", "accent", "fermata"]:
|
||||
p.add("C4", Duration.QUARTER, articulation=art)
|
||||
buf = render_score(score)
|
||||
assert len(buf) > 0
|
||||
|
||||
|
||||
# ── Dynamic curves ───────────────────────────────────────────────────────
|
||||
|
||||
def test_crescendo_adds_notes():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.crescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
|
||||
start_vel=40, end_vel=100)
|
||||
assert len(p.notes) == 4
|
||||
assert p.notes[0].velocity == 40
|
||||
assert p.notes[3].velocity == 100
|
||||
|
||||
|
||||
def test_decrescendo_adds_notes():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.decrescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
|
||||
start_vel=110, end_vel=40)
|
||||
assert len(p.notes) == 4
|
||||
assert p.notes[0].velocity == 110
|
||||
assert p.notes[3].velocity == 40
|
||||
|
||||
|
||||
def test_swell_velocity_shape():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.swell(["C4", "D4", "E4", "F4", "G4"], Duration.QUARTER,
|
||||
low_vel=30, peak_vel=110)
|
||||
assert len(p.notes) == 5
|
||||
# First and last should be near low_vel
|
||||
assert p.notes[0].velocity == 30
|
||||
assert p.notes[4].velocity == 30
|
||||
# Middle should be at or near peak
|
||||
assert p.notes[2].velocity == 110
|
||||
|
||||
|
||||
def test_dynamics_custom_velocities():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.dynamics(["C4", "D4", "E4"], Duration.QUARTER,
|
||||
velocities=[50, 100, 75])
|
||||
assert p.notes[0].velocity == 50
|
||||
assert p.notes[1].velocity == 100
|
||||
assert p.notes[2].velocity == 75
|
||||
|
||||
|
||||
def test_dynamics_with_articulation():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="sine")
|
||||
p.crescendo(["C4", "D4"], Duration.QUARTER,
|
||||
start_vel=40, end_vel=100, articulation="staccato")
|
||||
assert p.notes[0].articulation == "staccato"
|
||||
assert p.notes[1].articulation == "staccato"
|
||||
|
||||
|
||||
# ── Part.hit() ───────────────────────────────────────────────────────────
|
||||
|
||||
def test_part_hit_adds_note():
|
||||
from pytheory.rhythm import DrumSound, _DrumTone
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("kit", synth="sine")
|
||||
p.hit(DrumSound.KICK, Duration.QUARTER, velocity=100)
|
||||
p.hit(DrumSound.SNARE, Duration.QUARTER, velocity=90, articulation="accent")
|
||||
assert len(p.notes) == 2
|
||||
assert isinstance(p.notes[0].tone, _DrumTone)
|
||||
assert p.notes[0].tone.sound == DrumSound.KICK
|
||||
assert p.notes[1].articulation == "accent"
|
||||
|
||||
|
||||
@needs_portaudio
|
||||
def test_part_hit_renders():
|
||||
"""Part.hit() drum sounds should render through the note pipeline."""
|
||||
from pytheory.rhythm import DrumSound
|
||||
from pytheory.play import render_score
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("kit", synth="sine", volume=0.5)
|
||||
p.hit(DrumSound.KICK, Duration.QUARTER)
|
||||
p.hit(DrumSound.SNARE, Duration.QUARTER)
|
||||
p.hit(DrumSound.CLOSED_HAT, Duration.QUARTER)
|
||||
p.hit(DrumSound.CRASH, Duration.QUARTER)
|
||||
buf = render_score(score)
|
||||
assert len(buf) > 0
|
||||
|
||||
|
||||
# ── Part.ramp() ──────────────────────────────────────────────────────────
|
||||
|
||||
def test_ramp_generates_automation():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="saw", lowpass=200)
|
||||
p.ramp(over=4.0, lowpass=8000)
|
||||
# Should have generated automation points
|
||||
assert len(p._automation) > 0
|
||||
# First point should be near 200, last near 8000
|
||||
first_lp = p._automation[0][1].get("lowpass", 0)
|
||||
last_lp = p._automation[-1][1].get("lowpass", 0)
|
||||
assert first_lp < 1000 # near start
|
||||
assert last_lp > 7000 # near target
|
||||
|
||||
|
||||
def test_ramp_easing_curves():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
for curve in ["linear", "ease_in", "ease_out", "ease_in_out"]:
|
||||
p = score.part(f"test_{curve}", synth="saw", lowpass=200)
|
||||
p.ramp(over=4.0, curve=curve, lowpass=8000)
|
||||
assert len(p._automation) > 0
|
||||
|
||||
|
||||
def test_ramp_multiple_params():
|
||||
score = pytheory.Score("4/4", bpm=120)
|
||||
p = score.part("test", synth="saw", lowpass=200)
|
||||
p.ramp(over=4.0, lowpass=8000, reverb=0.5)
|
||||
# Should have both params in automation points
|
||||
last_point = p._automation[-1][1]
|
||||
assert "lowpass" in last_point
|
||||
assert "reverb_mix" in last_point # mapped from "reverb"
|
||||
|
||||
|
||||
# ── Cross-choke ──────────────────────────────────────────────────────────
|
||||
|
||||
def test_djembe_patterns_exist():
|
||||
from pytheory.rhythm import Pattern
|
||||
for name in ["djembe", "kuku", "soli", "dununba", "tiriba",
|
||||
"yankadi", "djansa", "mendiani"]:
|
||||
p = Pattern.preset(name)
|
||||
assert p.beats > 0
|
||||
assert len(p.hits) > 0
|
||||
|
||||
|
||||
def test_djembe_fills_exist():
|
||||
from pytheory.rhythm import Pattern
|
||||
for name in ["djembe call", "djembe roll", "djembe break"]:
|
||||
f = Pattern.fill(name)
|
||||
assert f.beats == 4.0
|
||||
assert len(f.hits) > 0
|
||||
|
||||
|
||||
def test_cajon_fills_exist():
|
||||
from pytheory.rhythm import Pattern
|
||||
for name in ["cajon flam", "cajon rumble", "cajon breakdown"]:
|
||||
f = Pattern.fill(name)
|
||||
assert f.beats == 4.0
|
||||
assert len(f.hits) > 0
|
||||
|
||||
|
||||
def test_metal_fills_exist():
|
||||
from pytheory.rhythm import Pattern
|
||||
for name in ["metal triplet", "metal blast", "metal cascade"]:
|
||||
f = Pattern.fill(name)
|
||||
assert f.beats == 4.0
|
||||
assert len(f.hits) > 0
|
||||
|
||||
|
||||
# ── render_score in __all__ ──────────────────────────────────────────────
|
||||
|
||||
def test_render_score_exported():
|
||||
assert "render_score" in pytheory.__all__
|
||||
|
||||
@@ -486,14 +486,6 @@ wheels = [
|
||||
{ url = "https://files.pythonhosted.org/packages/d3/ac/686789b9145413f1a61878c407210e41bfdb097976864e0913078b24098c/myst_parser-5.0.0-py3-none-any.whl", hash = "sha256:ab31e516024918296e169139072b81592336f2fef55b8986aa31c9f04b5f7211", size = 84533, upload-time = "2026-01-15T09:08:16.788Z" },
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "numeral"
|
||||
version = "0.1.0.17"
|
||||
source = { registry = "https://pypi.org/simple" }
|
||||
wheels = [
|
||||
{ url = "https://files.pythonhosted.org/packages/17/0d/ac6a186e169fcbdfea316f78fb5e34981bcf8d5c1d7cc8b6581f597e1e4c/numeral-0.1.0.17-py2.py3-none-any.whl", hash = "sha256:7dff0c1efb9b3655c9c1dc93b4666993741b15abcac0dc01dcb96b21cc20f6ae", size = 22066, upload-time = "2020-04-12T08:24:59.129Z" },
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "numpy"
|
||||
version = "2.2.6"
|
||||
@@ -698,10 +690,9 @@ wheels = [
|
||||
|
||||
[[package]]
|
||||
name = "pytheory"
|
||||
version = "0.36.3"
|
||||
version = "0.39.2"
|
||||
source = { editable = "." }
|
||||
dependencies = [
|
||||
{ name = "numeral" },
|
||||
{ name = "scipy", version = "1.15.3", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version < '3.11'" },
|
||||
{ name = "scipy", version = "1.17.1", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version >= '3.11'" },
|
||||
{ name = "sounddevice" },
|
||||
@@ -721,7 +712,6 @@ docs = [
|
||||
|
||||
[package.metadata]
|
||||
requires-dist = [
|
||||
{ name = "numeral" },
|
||||
{ name = "scipy" },
|
||||
{ name = "sounddevice" },
|
||||
]
|
||||
|
||||
Reference in New Issue
Block a user