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Author SHA1 Message Date
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
9 changed files with 834 additions and 42 deletions
+46
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@@ -2,6 +2,52 @@
All notable changes to PyTheory are documented here.
## 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
+29 -11
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@@ -10,7 +10,7 @@ the genre -- they tell the listener's body how to move before a single
melodic note is played.
PyTheory includes a complete drum system -- 51 synthesized percussion
sounds, 80+ pattern presets across dozens of genres, and 21 fill presets.
sounds, 85+ pattern presets across dozens of genres, and 30 fill presets.
Every sound is generated from waveforms; no samples needed.
Drum Sounds
@@ -252,14 +252,17 @@ 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 +436,19 @@ 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 +464,15 @@ 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 +481,20 @@ 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)
MIDI Export
-----------
+152
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@@ -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 +411,102 @@ 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.
Swing and Groove
----------------
@@ -478,6 +586,50 @@ 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
--------
+1 -1
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@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.36.4"
version = "0.38.2"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
+1 -1
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.36.4"
__version__ = "0.38.2"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
+96 -24
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@@ -2890,29 +2890,27 @@ 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):
@@ -4147,10 +4145,48 @@ 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 +4287,18 @@ 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)))
@@ -4661,6 +4704,35 @@ 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)
+495 -4
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@@ -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
@@ -547,6 +566,17 @@ class DrumSound(Enum):
METAL_HAT = 107 # tight, short, precise
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:
"""A single drum hit at a specific position in a pattern."""
__slots__ = ("sound", "position", "velocity")
@@ -1889,6 +1919,74 @@ 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 +2372,160 @@ 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.
@@ -2384,7 +2636,8 @@ 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 +2645,10 @@ 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 +2659,13 @@ 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 +2690,168 @@ 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 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 +2935,79 @@ 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":
+13
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
Generated
+1 -1
View File
@@ -698,7 +698,7 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.36.4"
version = "0.38.2"
source = { editable = "." }
dependencies = [
{ name = "numeral" },