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Author SHA1 Message Date
kennethreitz 7d678e364e v0.39.2: Marching drumline, ensemble rendering, rudiments
Full marching percussion: snare, quads, pitched bass drums.
Part.flam(), Part.diddle(), Part.cheese() rudiment methods.
Part ensemble= for multi-player rendering with timing tendencies.
Sympathetic snare resonance. Updated docs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 23:01:18 -04:00
kennethreitz 3a8d829010 Quads, pitched bass drums, full drumline cadence
- 5 quad/tenor drum sounds (4 pitched + spock rim)
- 5 pitched marching bass drums (high to low, more beater sound)
- 6 patterns: quad sweep, quad groove, bass split, bass unison, drumline
- Louder snares, more beater on bass drums
- Song #32 rewritten as full drumline cadence with ensemble
  (8 snares, 4 quads, 5 basses)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 22:59:08 -04:00
kennethreitz 2a67906937 Update changelog for v0.40.0
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 22:49:57 -04:00
kennethreitz b9dcad0454 Marching snare, ensemble, flam/diddle/cheese, resonance buildup
- 3 marching percussion sounds: snare, rimshot, stick click
- 4 marching patterns: march, cadence, paradiddle, roll
- Part.flam(), Part.diddle(), Part.cheese() rudiment methods
- Part ensemble= parameter: duplicate voices with per-player timing
  tendencies and micro pitch drift (works on any Part)
- Sympathetic resonance: marching snare buzz builds up with repeated hits
- Song #32: Snare Cadence (16 bars with triplets, 32nds, flams, cheese)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 22:48:37 -04:00
kennethreitz db9726168a Add chakradar tabla pattern, simplify sprunki.py
16-beat chakradar: tihai of tihais with 3 escalating phrases
and crescendo triplet finale landing on sam.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 21:22:34 -04:00
kennethreitz 26af923789 Simplify sprunki.py to clean melody reference
Just the notes transcribed from MIDI, no arrangement.
Base for future iterations.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 21:18:40 -04:00
kennethreitz 72e18a9bec Add Sprunki Simon Phase 1 arrangement (examples/sprunki.py)
Full arrangement with three-octave square wave lead, drums, bass,
supersaw pads, and a saw solo section. Melody transcribed from MIDI.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:39:46 -04:00
kennethreitz 7d56ed7a2c Add render_score to __all__, 19 tests for new features
Tests for articulations, dynamic curves, Part.hit(), Part.ramp(),
djembe/cajón/metal patterns and fills. 882 tests total.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 18:08:03 -04:00
kennethreitz 6efa4f18ce v0.39.0: Articulations, ramp(), drop numeral, djembe expansion
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 17:51:29 -04:00
kennethreitz 06fc4cabb7 Drop numeral dependency, inline Roman numeral helpers
Replace the numeral package with ~30 lines of int2roman()/roman2int()
in _statics.py. Reduces supply chain surface. Fixes #47.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 17:48:22 -04:00
kennethreitz d3a93c18b3 Add song #31: Acid Tabla (303 + tabla fusion)
Showcases ramp(), articulations, Part.hit(), filter automation,
and cross-genre fusion. 303 acid bass with tabla entering at the
peak and riding through the outro.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 17:26:20 -04:00
kennethreitz 0e10359236 v0.38.2: Part.ramp() for smooth parameter automation
Smoothly sweep any parameter (lowpass, reverb, distortion, etc.)
from current value to target with linear, ease_in, ease_out, or
ease_in_out interpolation curves.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 17:12:32 -04:00
kennethreitz df00c3436d Docs: articulations, dynamic curves, Part.hit(), Duration arithmetic
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 15:24:21 -04:00
kennethreitz 2f02df15b8 v0.38.1: Dynamic curves (crescendo, decrescendo, swell, dynamics)
Part.crescendo(), Part.decrescendo(), Part.swell(), and Part.dynamics()
for velocity ramps and custom curves across note sequences.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 15:23:16 -04:00
kennethreitz a2740b8d57 v0.38.0: Articulations, Part.hit(), djembe expansion, cross-choke
Articulations (staccato, legato, marcato, tenuto, accent, fermata)
on Part.add() and Part.hold(). Part.hit() for placing individual
drum sounds with articulation support. 5 new djembe patterns,
3 djembe fills, cross-choke damping, improved djembe slap.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 15:14:21 -04:00
kennethreitz 840bfcc36c v0.37.0: Djembe expansion and cross-choke drum damping
5 new djembe patterns (dununba, tiriba, yankadi, djansa, mendiani),
3 djembe fills, cross-choke damping across drum families, and
improved djembe slap synthesis.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 12:32:14 -04:00
kennethreitz 938c1cc132 v0.36.6: Cajón and metal drum fills
Add 6 new drum fills: cajon flam, cajon rumble, cajon breakdown,
metal triplet, metal blast, metal cascade. 27 fills total.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 12:25:52 -04:00
kennethreitz 9dc22db4b2 v0.36.5: Duration arithmetic support
Duration enum now supports multiplication, division, and addition
so expressions like `Duration.WHOLE * 2` work instead of raising TypeError.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 12:19:28 -04:00
14 changed files with 2363 additions and 94 deletions
+82
View File
@@ -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
+86 -12
View File
@@ -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")
@@ -433,14 +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
~~~~~~~~~
@@ -456,10 +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
~~~~~
@@ -468,15 +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
-----------
+193
View File
@@ -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
View File
@@ -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":
+69
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@@ -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
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@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.36.4"
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",
]
+2 -2
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.36.4"
__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",
]
+37
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@@ -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
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@@ -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()
+372 -53
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@@ -2796,6 +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.
@@ -2890,29 +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):
@@ -3014,6 +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))
@@ -4147,10 +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]
@@ -4251,11 +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)))
@@ -4453,35 +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()
@@ -4614,6 +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.)
@@ -4629,6 +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 (0.01.0)
for hit in drum_part._drum_hits:
pos = hit.position
@@ -4661,6 +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)
@@ -4669,6 +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:
+819 -5
View File
@@ -388,6 +388,24 @@ class Duration(Enum):
DOTTED_QUARTER = 1.5
TRIPLET_QUARTER = 2 / 3
# Arithmetic — lets you write ``Duration.WHOLE * 2`` → 8.0 beats.
def __mul__(self, other):
return self.value * other
def __rmul__(self, other):
return self.value * other
def __truediv__(self, other):
return self.value / other
def __add__(self, other):
if isinstance(other, Duration):
return self.value + other.value
return self.value + other
def __radd__(self, other):
return other + self.value
class TimeSignature:
"""A musical time signature like 4/4 or 6/8."""
@@ -431,6 +449,7 @@ class Note:
bend: float = 0.0
bend_type: str = "smooth" # "smooth" (log), "linear", "late"
lyric: str = "" # syllable for vocal synth
articulation: str = "" # "", "staccato", "legato", "marcato", "tenuto", "accent", "fermata"
_hold: bool = False # if True, don't advance beat position
@property
@@ -545,6 +564,33 @@ class DrumSound(Enum):
METAL_KICK = 105 # clicky, punchy, tight
METAL_SNARE = 106 # crack, bright, cutting
METAL_HAT = 107 # tight, short, precise
# Marching percussion
MARCH_SNARE = 115 # tight, high-tension kevlar head, snare buzz
MARCH_RIMSHOT = 116 # stick hits rim + head simultaneously, cracking
MARCH_CLICK = 118 # stick click — sticks hit together, no drum
# Quads (tenor drums) — 4 drums high to low + spock (rim)
QUAD_1 = 119 # highest tenor drum
QUAD_2 = 120 # second tenor
QUAD_3 = 121 # third tenor
QUAD_4 = 122 # lowest tenor (floor tom-ish)
QUAD_SPOCK = 123 # rim click on quad shell
# Marching bass drums — 5 drums pitched high to low
BASS_1 = 124 # highest (smallest) bass drum
BASS_2 = 125 # second
BASS_3 = 126 # middle
BASS_4 = 127 # fourth
BASS_5 = 80 # lowest (biggest) bass drum
class _DrumTone:
"""Wrapper so a DrumSound can be placed in a Part's note list."""
__slots__ = ('sound',)
def __init__(self, sound: DrumSound):
self.sound = sound
def pitch(self, **kwargs):
return -self.sound.value
class _Hit:
@@ -1572,6 +1618,231 @@ Pattern._PRESETS["tabla solo"] = dict(
],
)
# ── Marching snare patterns ───────────────────────────────────────────────
MS = DrumSound.MARCH_SNARE
MR = DrumSound.MARCH_RIMSHOT
MC = 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
# Marching basic — standard 4/4 march with rimshot accents on 2 and 4
Pattern._PRESETS["march"] = dict(
name="march",
time_signature="4/4",
beats=4.0,
hits=[
_h(MS, 0.0, 80), _h(MS, 0.5, 55),
_h(MR, 1.0, 100), _h(MS, 1.5, 55),
_h(MS, 2.0, 80), _h(MS, 2.5, 55),
_h(MR, 3.0, 100), _h(MS, 3.5, 55),
],
)
# Cadence — 8-beat street beat pattern (the classic drumline cadence)
Pattern._PRESETS["cadence"] = dict(
name="cadence",
time_signature="4/4",
beats=8.0,
hits=[
# Bar 1: syncopated groove
_h(MR, 0.0, 105), _h(MS, 0.25, 60), _h(MS, 0.5, 65),
_h(MS, 0.75, 55), _h(MR, 1.0, 100),
_h(MS, 1.5, 60), _h(MS, 1.75, 58),
_h(MR, 2.0, 105), _h(MS, 2.5, 62),
_h(MS, 2.75, 55), _h(MR, 3.0, 100),
_h(MS, 3.25, 58), _h(MS, 3.5, 60), _h(MS, 3.75, 55),
# Bar 2: answer phrase with flams
_h(MR, 4.0, 110), _h(MS, 4.25, 62), _h(MS, 4.5, 65),
_h(MR, 5.0, 105), _h(MS, 5.25, 58),
_h(MS, 5.5, 60), _h(MS, 5.75, 55),
_h(MR, 6.0, 110), _h(MS, 6.25, 62),
_h(MS, 6.5, 65), _h(MS, 6.75, 62),
_h(MR, 7.0, 115), _h(MS, 7.25, 60),
_h(MR, 7.5, 110), _h(MR, 7.75, 115),
],
)
# Paradiddle — RLRR LRLL on marching snare
Pattern._PRESETS["march paradiddle"] = dict(
name="march paradiddle",
time_signature="4/4",
beats=4.0,
hits=[
# RLRR (R=rimshot accent, L=tap)
_h(MR, 0.0, 100), _h(MS, 0.25, 58), _h(MR, 0.5, 65), _h(MR, 0.75, 62),
# LRLL
_h(MS, 1.0, 58), _h(MR, 1.25, 100), _h(MS, 1.5, 58), _h(MS, 1.75, 55),
# RLRR
_h(MR, 2.0, 102), _h(MS, 2.25, 60), _h(MR, 2.5, 68), _h(MR, 2.75, 65),
# LRLL
_h(MS, 3.0, 60), _h(MR, 3.25, 102), _h(MS, 3.5, 60), _h(MS, 3.75, 58),
],
)
# March roll — buzz roll crescendo
Pattern._PRESETS["march roll"] = dict(
name="march roll",
time_signature="4/4",
beats=4.0,
hits=[
# Buzz roll as rapid 32nds, crescendo
*[_h(MS, i * 0.125, 40 + i * 3) for i in range(28)],
# Land on rimshot
_h(MR, 3.5, 115), _h(MR, 3.75, 120),
],
)
# Quad sweep — run across all 4 drums
Pattern._PRESETS["quad sweep"] = dict(
name="quad sweep",
time_signature="4/4",
beats=4.0,
hits=[
# Sweep down
_h(Q1, 0.0, 95), _h(Q2, 0.25, 90), _h(Q3, 0.5, 85), _h(Q4, 0.75, 80),
# Sweep up
_h(Q4, 1.0, 80), _h(Q3, 1.25, 85), _h(Q2, 1.5, 90), _h(Q1, 1.75, 95),
# Double sweep with spocks
_h(Q1, 2.0, 98), _h(Q2, 2.125, 92), _h(Q3, 2.25, 88), _h(Q4, 2.375, 82),
_h(Q4, 2.5, 82), _h(Q3, 2.625, 88), _h(Q2, 2.75, 92), _h(Q1, 2.875, 98),
# Spock accents
_h(QS, 3.0, 105), _h(Q1, 3.25, 90), _h(QS, 3.5, 105), _h(Q4, 3.75, 85),
],
)
# Quad groove — accented pattern with sweeps
Pattern._PRESETS["quad groove"] = dict(
name="quad groove",
time_signature="4/4",
beats=4.0,
hits=[
_h(Q1, 0.0, 100), _h(Q3, 0.25, 55), _h(Q1, 0.5, 60),
_h(Q2, 0.75, 55), _h(Q3, 1.0, 95), _h(Q1, 1.25, 55),
_h(Q4, 1.5, 58), _h(Q2, 1.75, 55),
_h(Q1, 2.0, 100), _h(Q2, 2.25, 55), _h(Q3, 2.5, 58),
_h(Q4, 2.75, 55), _h(QS, 3.0, 105), _h(Q3, 3.25, 55),
_h(Q2, 3.5, 58), _h(Q1, 3.75, 60),
],
)
# Bass split — classic bass drum splits across the line
Pattern._PRESETS["bass split"] = dict(
name="bass split",
time_signature="4/4",
beats=4.0,
hits=[
# Each bass drum takes a 16th, cascading down then up
_h(B1, 0.0, 95), _h(B2, 0.25, 90), _h(B3, 0.5, 85),
_h(B4, 0.75, 80), _h(B5, 1.0, 95),
_h(B5, 1.5, 90), _h(B4, 1.75, 85),
_h(B3, 2.0, 95), _h(B2, 2.25, 90), _h(B1, 2.5, 95),
_h(B1, 2.75, 85), _h(B3, 3.0, 100),
_h(B5, 3.25, 95), _h(B3, 3.5, 90), _h(B1, 3.75, 95),
],
)
# Bass unison — all bass drums hit together on accents
Pattern._PRESETS["bass unison"] = dict(
name="bass unison",
time_signature="4/4",
beats=4.0,
hits=[
# All 5 hit on beat 1
_h(B1, 0.0, 100), _h(B2, 0.0, 100), _h(B3, 0.0, 100),
_h(B4, 0.0, 100), _h(B5, 0.0, 100),
# Split on beat 2
_h(B1, 1.0, 90), _h(B3, 1.25, 85), _h(B5, 1.5, 90),
# All on beat 3
_h(B1, 2.0, 100), _h(B2, 2.0, 100), _h(B3, 2.0, 100),
_h(B4, 2.0, 100), _h(B5, 2.0, 100),
# Cascade into beat 4
_h(B5, 2.75, 80), _h(B4, 3.0, 85), _h(B3, 3.25, 90),
_h(B2, 3.5, 95), _h(B1, 3.75, 100),
],
)
# Full drumline — snare + quads + bass together
Pattern._PRESETS["drumline"] = dict(
name="drumline",
time_signature="4/4",
beats=4.0,
hits=[
# Snare backbone
_h(MR, 0.0, 115), _h(MS, 0.25, 35), _h(MS, 0.5, 38), _h(MS, 0.75, 32),
_h(MR, 1.0, 112), _h(MS, 1.25, 35), _h(MS, 1.5, 32), _h(MS, 1.75, 38),
_h(MR, 2.0, 115), _h(MS, 2.25, 38), _h(MS, 2.5, 32), _h(MS, 2.75, 35),
_h(MR, 3.0, 118), _h(MS, 3.25, 35), _h(MS, 3.5, 32), _h(MS, 3.75, 38),
# Quads on accents
_h(Q1, 0.0, 95), _h(Q3, 0.5, 55), _h(Q2, 1.0, 90),
_h(Q4, 1.5, 55), _h(Q1, 2.0, 95), _h(Q3, 2.5, 55),
_h(QS, 3.0, 100), _h(Q2, 3.5, 55),
# Bass on the big beats
_h(B3, 0.0, 100), _h(B5, 1.0, 95),
_h(B1, 2.0, 100), _h(B3, 3.0, 95),
],
)
# Chakradar — tihai of tihais (16 beats / 4 bars)
# A phrase (Dha Tit Tit Dha Ge Na) is played 3x with increasing intensity,
# and within each repetition the final 3 hits form a mini-tihai landing on sam.
_chakra_phrase_a = [
# Phrase 1 (4 beats): moderate
_h(TDHA, 0.0, 85), _h(TTIT, 0.25, 48), _h(TTIT, 0.5, 50),
_h(TDHA, 0.75, 80), _h(TGE, 1.0, 72),
_h(TNA, 1.5, 68), _h(TTIT, 1.75, 45),
# Mini-tihai: Na Dha, Na Dha, Na Dha
_h(TNA, 2.0, 72), _h(TDHA, 2.25, 82),
_h(TNA, 2.5, 75), _h(TDHA, 2.75, 85),
_h(TNA, 3.0, 78), _h(TDHA, 3.25, 90),
_h(TTIT, 3.5, 42), _h(TTIT, 3.75, 45),
]
_chakra_phrase_b = [
# Phrase 2 (4 beats): louder, busier
_h(TDHA, 4.0, 95), _h(TTIT, 4.125, 50), _h(TTIT, 4.25, 52),
_h(TKE, 4.375, 48), _h(TDHA, 4.5, 90), _h(TGE, 4.75, 78),
_h(TNA, 5.0, 75), _h(TTIT, 5.25, 48), _h(TTIT, 5.5, 50),
_h(TNA, 5.75, 72),
# Mini-tihai: Na Dha Ge, Na Dha Ge, Na Dha Ge
_h(TNA, 6.0, 80), _h(TDHA, 6.25, 92), _h(TGE, 6.5, 78),
_h(TNA, 6.75, 82), _h(TDHA, 7.0, 95), _h(TGE, 7.25, 82),
_h(TNA, 7.5, 85), _h(TDHA, 7.75, 100),
]
_chakra_phrase_c = [
# Phrase 3 (4 beats): peak intensity, fastest
_h(TDHA, 8.0, 105), _h(TTIT, 8.125, 55), _h(TTIT, 8.25, 58),
_h(TKE, 8.375, 52), _h(TNA, 8.5, 85), _h(TTIT, 8.625, 50),
_h(TDHA, 8.75, 100), _h(TGE, 9.0, 85),
_h(TNA, 9.25, 82), _h(TTIT, 9.5, 55), _h(TTIT, 9.625, 58),
_h(TKE, 9.75, 52), _h(TNA, 10.0, 88),
# Final tihai — 3x Dha Tit Na Dha landing on sam
_h(TDHA, 10.5, 105), _h(TTIT, 10.625, 58), _h(TNA, 10.75, 90),
_h(TDHA, 11.0, 108), _h(TTIT, 11.125, 60), _h(TNA, 11.25, 92),
_h(TDHA, 11.5, 112), _h(TTIT, 11.625, 62), _h(TNA, 11.75, 95),
]
_chakra_finale = [
# Bar 4: crescendo triplets into massive sam
*[_h(TTIT, 12.0 + i * (1/6), 50 + i * 5) for i in range(12)],
_h(TDHA, 14.0, 115), _h(TNA, 14.25, 85), _h(TDHA, 14.5, 118),
_h(TNA, 14.75, 88),
_h(TDHA, 15.0, 120), _h(TGE, 15.25, 95),
_h(TDHA, 15.5, 125), _h(DrumSound.TABLA_GE_BEND, 15.75, 110),
]
Pattern._PRESETS["chakradar"] = dict(
name="chakradar",
time_signature="4/4",
beats=16.0,
hits=_chakra_phrase_a + _chakra_phrase_b + _chakra_phrase_c + _chakra_finale,
)
# ── Doumbek patterns ──────────────────────────────────────────────────────
DKD = DrumSound.DOUMBEK_DUM
DKT = DrumSound.DOUMBEK_TEK
@@ -1889,6 +2160,74 @@ Pattern._PRESETS["soli"] = dict(
],
)
# Dununba — heavy bass-driven rhythm (accompaniment djembe part)
Pattern._PRESETS["dununba"] = dict(
name="dununba",
time_signature="4/4",
beats=4.0,
hits=[
_h(JB, 0.0, 110), _h(JB, 0.5, 95),
_h(JT, 1.0, 75), _h(JB, 1.5, 100),
_h(JB, 2.0, 108), _h(JT, 2.5, 70),
_h(JB, 3.0, 105), _h(JB, 3.5, 90), _h(JT, 3.75, 65),
],
)
# Tiriba — joyful Susu rhythm from Guinea
Pattern._PRESETS["tiriba"] = dict(
name="tiriba",
time_signature="4/4",
beats=4.0,
hits=[
_h(JT, 0.0, 85), _h(JS, 0.25, 95), _h(JT, 0.5, 80),
_h(JB, 1.0, 100), _h(JT, 1.5, 75),
_h(JS, 2.0, 92), _h(JT, 2.25, 78), _h(JT, 2.5, 80),
_h(JB, 3.0, 105), _h(JS, 3.5, 88), _h(JT, 3.75, 72),
],
)
# Yankadi — gentle greeting/welcome rhythm from Guinea
Pattern._PRESETS["yankadi"] = dict(
name="yankadi",
time_signature="4/4",
beats=4.0,
hits=[
_h(JB, 0.0, 90), _h(JT, 0.5, 70),
_h(JT, 1.0, 72), _h(JS, 1.5, 85),
_h(JB, 2.0, 88), _h(JT, 2.5, 68),
_h(JS, 3.0, 82), _h(JT, 3.5, 65),
],
)
# Djansa — fast Malinke dance rhythm
Pattern._PRESETS["djansa"] = dict(
name="djansa",
time_signature="4/4",
beats=4.0,
hits=[
_h(JS, 0.0, 100), _h(JT, 0.25, 72), _h(JT, 0.5, 70),
_h(JB, 0.75, 95),
_h(JS, 1.0, 98), _h(JT, 1.25, 68), _h(JB, 1.5, 92),
_h(JS, 2.0, 102), _h(JT, 2.25, 75), _h(JT, 2.5, 72),
_h(JB, 2.75, 90),
_h(JS, 3.0, 105), _h(JT, 3.25, 70), _h(JB, 3.5, 95),
_h(JS, 3.75, 88),
],
)
# Mendiani — women's dance rhythm, celebratory
Pattern._PRESETS["mendiani"] = dict(
name="mendiani",
time_signature="4/4",
beats=4.0,
hits=[
_h(JB, 0.0, 100), _h(JT, 0.25, 65), _h(JS, 0.5, 90),
_h(JT, 1.0, 70), _h(JB, 1.5, 95), _h(JT, 1.75, 68),
_h(JS, 2.0, 92), _h(JT, 2.5, 72), _h(JS, 2.75, 85),
_h(JB, 3.0, 105), _h(JT, 3.25, 65), _h(JS, 3.5, 95),
],
)
# ── Fill presets ──────────────────────────────────────────────────────────
Pattern._FILLS["rock"] = dict(
@@ -2274,6 +2613,160 @@ Pattern._FILLS["tabla call"] = dict(
],
)
# ── Djembe fills ─────────────────────────────────────────────────────────
# Djembe call — bass-tone-slap conversation building to climax
Pattern._FILLS["djembe call"] = dict(
name="djembe call fill",
time_signature="4/4",
beats=4.0,
hits=[
_h(JB, 0.0, 100), _h(JT, 0.25, 70), _h(JT, 0.5, 72),
_h(JS, 0.75, 90),
_h(JB, 1.0, 95), _h(JT, 1.25, 68), _h(JS, 1.5, 88),
_h(JT, 1.75, 75),
_h(JS, 2.0, 100), _h(JS, 2.25, 95), _h(JT, 2.5, 78),
_h(JB, 2.75, 105),
_h(JS, 3.0, 110), _h(JT, 3.25, 80), _h(JS, 3.5, 112),
_h(JB, 3.75, 120),
],
)
# Djembe roll — rapid slaps accelerating into bass
Pattern._FILLS["djembe roll"] = dict(
name="djembe roll fill",
time_signature="4/4",
beats=4.0,
hits=[
# Accelerating slap roll
*[_h(JS, i * 0.125, 50 + i * 4) for i in range(16)],
# Bass accents punching through
_h(JB, 2.0, 105), _h(JB, 2.5, 108),
_h(JB, 3.0, 112), _h(JT, 3.25, 85),
_h(JB, 3.5, 115), _h(JS, 3.75, 100),
],
)
# Djembe break — syncopated West African-style break
Pattern._FILLS["djembe break"] = dict(
name="djembe break fill",
time_signature="4/4",
beats=4.0,
hits=[
_h(JB, 0.0, 105), _h(JT, 0.25, 65), _h(JS, 0.5, 90),
_h(JT, 0.75, 70), _h(JB, 1.0, 100),
_h(JS, 1.25, 85), _h(JS, 1.5, 88),
_h(JB, 1.75, 95), _h(JT, 2.0, 72),
_h(JS, 2.25, 92), _h(JB, 2.5, 108),
_h(JT, 2.75, 68), _h(JS, 2.875, 55),
_h(JB, 3.0, 115), _h(JS, 3.25, 100),
_h(JB, 3.5, 118), _h(JB, 3.75, 120),
],
)
# ── Cajón fills ──────────────────────────────────────────────────────────
# Cajón flam run — slaps accelerating into bass hit
Pattern._FILLS["cajon flam"] = dict(
name="cajon flam fill",
time_signature="4/4",
beats=4.0,
hits=[
_h(CSL, 0.0, 95), _h(CT, 0.125, 45), _h(CSL, 0.25, 90),
_h(CB, 0.5, 100), _h(CT, 0.75, 50),
_h(CSL, 1.0, 88), _h(CT, 1.125, 42), _h(CSL, 1.25, 92),
_h(CT, 1.5, 55), _h(CSL, 1.75, 85),
_h(CB, 2.0, 105), _h(CSL, 2.25, 75), _h(CT, 2.5, 48),
_h(CSL, 2.75, 80), _h(CT, 2.875, 40),
_h(CB, 3.0, 110), _h(CSL, 3.25, 90), _h(CSL, 3.5, 95),
_h(CB, 3.75, 120),
],
)
# Cajón rumble — fast taps building to slap accents
Pattern._FILLS["cajon rumble"] = dict(
name="cajon rumble fill",
time_signature="4/4",
beats=4.0,
hits=[
*[_h(CT, i * 0.125, 35 + i * 3) for i in range(16)],
_h(CSL, 2.0, 95), _h(CSL, 2.5, 100),
_h(CB, 3.0, 108), _h(CSL, 3.25, 88),
_h(CB, 3.5, 112), _h(CSL, 3.75, 95),
],
)
# Cajón breakdown — syncopated bass-slap groove
Pattern._FILLS["cajon breakdown"] = dict(
name="cajon breakdown fill",
time_signature="4/4",
beats=4.0,
hits=[
_h(CB, 0.0, 100), _h(CT, 0.25, 45), _h(CSL, 0.5, 85),
_h(CB, 1.0, 95), _h(CSL, 1.25, 78), _h(CT, 1.5, 50),
_h(CSL, 1.75, 82),
_h(CB, 2.0, 105), _h(CT, 2.125, 40), _h(CT, 2.25, 42),
_h(CSL, 2.5, 90), _h(CT, 2.75, 48),
_h(CB, 3.0, 115), _h(CSL, 3.25, 95),
_h(CB, 3.5, 110), _h(CSL, 3.75, 100),
],
)
# ── Metal fills (using metal kit) ────────────────────────────────────────
# Metal triplet — double kick triplets with snare accents
Pattern._FILLS["metal triplet"] = dict(
name="metal triplet fill",
time_signature="4/4",
beats=4.0,
hits=[
# Triplet kick pattern (12 kicks across 4 beats = triplet 8ths)
*[_h(MK, i * (1/3), 95 + (i % 3 == 0) * 15) for i in range(12)],
# Snare accents on downbeats
_h(MS, 0.0, 110), _h(MS, 1.0, 105),
_h(MS, 2.0, 110), _h(MS, 3.0, 115),
# Hat on upbeats
_h(MH, 0.5, 60), _h(MH, 1.5, 60),
_h(MH, 2.5, 65), _h(MH, 3.5, 70),
],
)
# Metal blastbeat variant — alternating snare/kick 32nds
Pattern._FILLS["metal blast"] = dict(
name="metal blast fill",
time_signature="4/4",
beats=4.0,
hits=[
# Alternating kick-snare at 32nd note speed for 2 beats
*[_h(MK if i % 2 == 0 else MS, i * 0.125, 100 + i) for i in range(16)],
# Then crash into half-time for 2 beats
_h(MK, 2.0, 120), _h(MS, 2.5, 115),
_h(MK, 3.0, 120), _h(MH, 3.25, 80),
_h(MS, 3.5, 120),
],
)
# Metal cascade — descending snare/kick rolls
Pattern._FILLS["metal cascade"] = dict(
name="metal cascade fill",
time_signature="4/4",
beats=4.0,
hits=[
# Fast snare roll beat 1
*[_h(MS, i * 0.125, 80 + i * 5) for i in range(8)],
# Double kick beat 2
*[_h(MK, 1.0 + i * 0.125, 90 + i * 3) for i in range(8)],
# Alternating beat 3
_h(MS, 2.0, 105), _h(MK, 2.125, 95),
_h(MS, 2.25, 108), _h(MK, 2.375, 98),
_h(MS, 2.5, 110), _h(MK, 2.625, 100),
_h(MS, 2.75, 112), _h(MK, 2.875, 102),
# Crash ending
_h(MK, 3.0, 120), _h(MS, 3.0, 120),
_h(MK, 3.5, 120), _h(MS, 3.5, 120),
],
)
class Part:
"""A named voice within a Score, with its own synth, envelope, and effects.
@@ -2328,6 +2821,7 @@ class Part:
cabinet: float = 0.0,
cabinet_brightness: float = 0.5,
analog: float = 0.0,
ensemble: int = 1,
fm_ratio: float = 2.0,
fm_index: float = 3.0):
self.name = name
@@ -2374,6 +2868,7 @@ class Part:
self.cabinet = cabinet
self.cabinet_brightness = cabinet_brightness
self.analog = analog
self.ensemble = ensemble
self.fm_ratio = fm_ratio
self.fm_index = fm_index
self._system = "western" # default, overridden by Score.part()
@@ -2384,7 +2879,8 @@ class Part:
self._automation: list[tuple[float, dict]] = [] # (beat, {param: value})
def add(self, tone_or_string, duration=Duration.QUARTER, *, velocity: int = 100,
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "") -> "Part":
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "",
articulation: str = "") -> "Part":
"""Add a note. Accepts Tone/Chord objects or note strings like ``"E5"``.
Duration can be a ``Duration`` enum or a raw float (beats).
@@ -2392,6 +2888,10 @@ class Part:
Bend specifies a pitch bend in semitones over the note duration
(e.g. ``bend=2`` bends up a whole step, ``bend=-1`` bends down
a half step). Used for guitar bends, sitar meends, slides.
Articulation changes how the note is played: ``"staccato"`` (short,
~40% duration), ``"legato"`` (overlaps next note), ``"marcato"``
(heavy accent), ``"tenuto"`` (full duration, soft attack),
``"accent"`` (velocity bump), ``"fermata"`` (held ~50% longer).
Returns self for chaining.
"""
@@ -2402,11 +2902,13 @@ class Part:
duration = _RawDuration(duration)
self.notes.append(Note(tone=tone_or_string, duration=duration,
velocity=velocity, bend=bend,
bend_type=bend_type, lyric=lyric))
bend_type=bend_type, lyric=lyric,
articulation=articulation))
return self
def hold(self, tone_or_string, duration=Duration.QUARTER, *, velocity: int = 100,
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "") -> "Part":
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "",
articulation: str = "") -> "Part":
"""Add a note without advancing the beat position.
The note plays at the current position but the next note
@@ -2431,9 +2933,247 @@ class Part:
duration = _RawDuration(duration)
self.notes.append(Note(tone=tone_or_string, duration=duration,
velocity=velocity, bend=bend,
bend_type=bend_type, lyric=lyric, _hold=True))
bend_type=bend_type, lyric=lyric,
articulation=articulation, _hold=True))
return self
def hit(self, sound, duration=Duration.EIGHTH, *, velocity: int = 100,
articulation: str = "") -> "Part":
"""Add a drum hit to this part.
Places a drum sound into the note stream so it goes through the
normal renderer meaning articulations, humanize, and effects
all work on individual hits.
Args:
sound: A :class:`DrumSound` enum member (e.g. ``DrumSound.KICK``).
duration: How long the hit occupies in the timeline (default 8th note).
velocity: Hit loudness 1-127.
articulation: ``"accent"``, ``"staccato"``, ``"marcato"``, etc.
Example::
>>> drums = score.part("kit", synth="sine")
>>> drums.hit(DrumSound.KICK, Duration.QUARTER, articulation="accent")
>>> drums.hit(DrumSound.CLOSED_HAT, Duration.EIGHTH)
"""
if isinstance(duration, (int, float)):
duration = _RawDuration(duration)
self.notes.append(Note(tone=_DrumTone(sound), duration=duration,
velocity=velocity, articulation=articulation))
return self
def flam(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.015, grace_vel: float = 0.3,
articulation: str = "") -> "Part":
"""Add a flam — a grace note immediately before the main hit.
The grace note is nearly simultaneous with the main hit,
thickening the attack. Tighter gap = more like one fat hit,
wider gap = audible double.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration the flam occupies.
velocity: Main hit velocity.
gap: Beats between grace and main (default 0.008 4ms at 120).
grace_vel: Grace note velocity as fraction of main (default 0.3).
articulation: Optional articulation for the main hit.
Example::
>>> p.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, dur_val - gap, velocity=velocity, articulation=articulation)
return self
def diddle(self, sound, duration=Duration.EIGHTH, *,
velocity: int = 70) -> "Part":
"""Add a diddle — two equal strokes in the space of one note.
A double-stroke roll building block. Two hits split evenly
across the duration.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration (default 8th note). Each stroke
gets half.
velocity: Velocity for both strokes.
Example::
>>> p.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
half = dur_val / 2
self.hit(sound, half, velocity=velocity)
self.hit(sound, half, velocity=int(velocity * 0.9))
return self
def cheese(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.008, grace_vel: float = 0.3) -> "Part":
"""Add a cheese — a flam followed by a diddle.
Common marching rudiment: grace-MAIN-tap-tap.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration.
velocity: Main hit velocity.
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
# Flam takes first half, diddle takes second half
flam_dur = dur_val * 0.5
diddle_dur = dur_val * 0.5
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, flam_dur - gap, velocity=velocity)
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.5))
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.45))
return self
def crescendo(self, notes, duration=Duration.QUARTER, *,
start_vel: int = 40, end_vel: int = 110,
articulation: str = "") -> "Part":
"""Add notes with velocity ramping up (getting louder).
Args:
notes: List of note strings (e.g. ``["C4", "D4", "E4"]``).
duration: Duration for each note.
start_vel: Starting velocity (quiet).
end_vel: Ending velocity (loud).
articulation: Optional articulation for all notes.
Example::
>>> piano.crescendo(["C4","D4","E4","F4","G4"], Duration.QUARTER,
... start_vel=40, end_vel=110)
"""
return self.dynamics(notes, duration, velocities=(start_vel, end_vel),
articulation=articulation)
def decrescendo(self, notes, duration=Duration.QUARTER, *,
start_vel: int = 110, end_vel: int = 40,
articulation: str = "") -> "Part":
"""Add notes with velocity ramping down (getting quieter).
Args:
notes: List of note strings.
duration: Duration for each note.
start_vel: Starting velocity (loud).
end_vel: Ending velocity (quiet).
articulation: Optional articulation for all notes.
Example::
>>> piano.decrescendo(["G4","F4","E4","D4","C4"], Duration.QUARTER,
... start_vel=110, end_vel=40)
"""
return self.dynamics(notes, duration, velocities=(start_vel, end_vel),
articulation=articulation)
def dynamics(self, notes, duration=Duration.QUARTER, *,
velocities=None, articulation: str = "") -> "Part":
"""Add notes with a velocity curve.
Args:
notes: List of note strings or Tone/Chord objects.
duration: Duration for each note (or list of durations).
velocities: Velocity curve either a ``(start, end)`` tuple
for a linear ramp, or a list of ints (one per note).
articulation: Optional articulation for all notes (or list).
Example::
>>> # Linear ramp
>>> piano.dynamics(["C4","E4","G4","C5"], Duration.QUARTER,
... velocities=(50, 120))
>>> # Custom curve (swell and fade)
>>> piano.dynamics(["C4","D4","E4","F4","G4","F4","E4","D4"],
... Duration.EIGHTH,
... velocities=[50, 70, 90, 110, 110, 90, 70, 50])
"""
n = len(notes)
if n == 0:
return self
# Resolve velocities
if velocities is None:
vels = [100] * n
elif isinstance(velocities, (tuple, list)) and len(velocities) == 2 and isinstance(velocities[0], (int, float)):
# (start, end) tuple — linear ramp
start_v, end_v = velocities
if n == 1:
vels = [int(start_v)]
else:
vels = [int(start_v + (end_v - start_v) * i / (n - 1))
for i in range(n)]
else:
vels = list(velocities)
# Resolve durations
if isinstance(duration, (list, tuple)):
durs = list(duration)
else:
durs = [duration] * n
# Resolve articulations
if isinstance(articulation, (list, tuple)):
arts = list(articulation)
else:
arts = [articulation] * n
for note, vel, dur, art in zip(notes, vels, durs, arts):
vel = max(1, min(127, vel))
self.add(note, dur, velocity=vel, articulation=art)
return self
def swell(self, notes, duration=Duration.QUARTER, *,
low_vel: int = 40, peak_vel: int = 110,
articulation: str = "") -> "Part":
"""Add notes that swell up then fade back down (< > shape).
The velocity ramps up to the midpoint then back down,
creating the classic orchestral swell.
Args:
notes: List of note strings.
duration: Duration for each note.
low_vel: Velocity at start and end.
peak_vel: Velocity at the peak (midpoint).
articulation: Optional articulation.
Example::
>>> strings.swell(["C4","D4","E4","F4","G4","F4","E4","D4"],
... Duration.QUARTER, low_vel=40, peak_vel=110)
"""
n = len(notes)
if n <= 2:
return self.dynamics(notes, duration, velocities=[peak_vel] * n,
articulation=articulation)
mid = n // 2
vels = []
for i in range(n):
if i <= mid:
v = low_vel + (peak_vel - low_vel) * i / mid
else:
v = peak_vel - (peak_vel - low_vel) * (i - mid) / (n - 1 - mid)
vels.append(int(v))
return self.dynamics(notes, duration, velocities=vels,
articulation=articulation)
def set(self, **params) -> "Part":
"""Change effect parameters at the current beat position.
@@ -2517,6 +3257,79 @@ class Part:
points = sorted(set(beat for beat, _ in self._automation))
return points
def ramp(self, over: float = 4.0, resolution: float = 0.25,
curve: str = "linear", **params) -> "Part":
"""Smoothly ramp parameters from their current values to new targets.
Generates interpolated automation points like turning a knob
gradually instead of jumping to a new position. Works for any
parameter that ``.set()`` accepts.
Args:
over: Duration of the ramp in beats (default 4.0 = 1 bar).
Use ``Duration.WHOLE * 4`` for a 4-bar ramp, etc.
resolution: How often to insert points, in beats (default 0.25).
Lower = smoother but more points.
curve: Interpolation shape ``"linear"`` (default),
``"ease_in"`` (slow start, fast end),
``"ease_out"`` (fast start, slow end),
``"ease_in_out"`` (slow start and end).
**params: Target values for any parameter. The ramp starts
from the parameter's current value at this beat position.
Returns:
Self for chaining.
Example::
>>> lead = score.part("lead", synth="saw", lowpass=200)
>>> # Open the filter over 4 bars
>>> lead.ramp(over=Duration.WHOLE * 4, lowpass=8000)
>>> # Fade reverb in over 2 bars
>>> pad.ramp(over=Duration.WHOLE * 2, reverb=0.5)
>>> # Multiple params at once with easing
>>> lead.ramp(over=8.0, curve="ease_in", lowpass=6000, distortion=0.4)
"""
current_beat = sum(n.beats for n in self.notes)
# Map param names to internal names
param_map = {
"reverb": "reverb_mix", "delay": "delay_mix",
"distortion": "distortion_mix", "chorus": "chorus_mix",
"phaser": "phaser_mix",
}
# Get current values for each param
current_params = self._get_params_at(current_beat)
ramps = {}
for param, target in params.items():
internal = param_map.get(param, param)
start = current_params.get(internal, getattr(self, internal, 0.0))
ramps[internal] = (float(start), float(target))
# Generate interpolated points
beat = 0.0
while beat <= over:
t = beat / over if over > 0 else 1.0
t = max(0.0, min(1.0, t))
# Apply curve
if curve == "ease_in":
t = t * t
elif curve == "ease_out":
t = 1.0 - (1.0 - t) ** 2
elif curve == "ease_in_out":
t = 3 * t * t - 2 * t * t * t
point = {}
for internal, (start, end) in ramps.items():
point[internal] = start + (end - start) * t
self._automation.append((current_beat + beat, point))
beat += resolution
return self
def lfo(self, param: str, *, rate: float = 0.5, min: float = 0.0,
max: float = 1.0, bars: float = 4, shape: str = "sine",
resolution: float = 0.25) -> "Part":
@@ -3044,6 +3857,7 @@ class Score:
cabinet: float = None,
cabinet_brightness: float = None,
analog: float = None,
ensemble: int = None,
fm_ratio: float = None,
fm_index: float = None,
fretboard=None) -> Part:
@@ -3156,7 +3970,7 @@ class Score:
"tremolo_depth": tremolo_depth, "tremolo_rate": tremolo_rate,
"phaser": phaser, "phaser_rate": phaser_rate,
"cabinet": cabinet, "cabinet_brightness": cabinet_brightness,
"analog": analog,
"analog": analog, "ensemble": ensemble,
"fm_ratio": fm_ratio, "fm_index": fm_index,
}
for k, v in _locals.items():
+6 -6
View File
@@ -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)
+210
View File
@@ -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
@@ -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__
Generated
+1 -11
View File
@@ -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 = "0.36.4"
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" },
]