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| 938c1cc132 |
@@ -2,6 +2,47 @@
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All notable changes to PyTheory are documented here.
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## 0.38.2
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- **`Part.ramp()`** — smooth parameter automation from current value to
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target over a duration. Works for lowpass, reverb, distortion, chorus,
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delay, volume, and any `.set()` parameter. Four interpolation curves:
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linear, ease_in, ease_out, ease_in_out.
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## 0.38.1
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- **Dynamic curves** — `Part.crescendo()`, `Part.decrescendo()`,
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`Part.swell()`, and `Part.dynamics()` for velocity ramps and custom
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curves across a sequence of notes
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## 0.38.0
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- **Articulations** — `staccato`, `legato`, `marcato`, `tenuto`, `accent`,
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`fermata` via `articulation=` on `Part.add()` and `Part.hold()`
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- **`Part.hit()`** — place individual drum sounds in a Part's note stream
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with articulation, velocity, and effects support
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- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
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- **3 new djembe fills** — djembe call, djembe roll, djembe break (30 fills total)
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- **Cross-choke drum damping** — striking one sound fades out related sounds
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(djembe, hi-hats, cajón, doumbek)
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- **Improved djembe slap** — dry goatskin pop instead of snare-like noise
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## 0.37.0
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- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
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- **3 new djembe fills** — djembe call, djembe roll, djembe break (30 fills total)
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- **Cross-choke drum damping** — striking one sound on a hand drum fades
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out the ring of related sounds (djembe slap kills bass resonance, closed
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hat chokes open hat, cajón slap dampens bass, doumbek tek dampens dum)
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- **Improved djembe slap** — dry, high-pitched goatskin pop instead of
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snare-like noise rattle
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## 0.36.6
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- **6 new drum fills** — 3 cajón (flam, rumble, breakdown) and 3 metal
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(triplet, blast, cascade). 27 fills total.
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- Updated drums documentation with fill lists and examples
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## 0.36.5
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- **Duration arithmetic** — `Duration.WHOLE * 2`, `Duration.HALF + Duration.QUARTER`,
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+29
-11
@@ -10,7 +10,7 @@ the genre -- they tell the listener's body how to move before a single
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melodic note is played.
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PyTheory includes a complete drum system -- 51 synthesized percussion
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sounds, 80+ pattern presets across dozens of genres, and 21 fill presets.
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sounds, 85+ pattern presets across dozens of genres, and 30 fill presets.
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Every sound is generated from waveforms; no samples needed.
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Drum Sounds
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@@ -252,14 +252,17 @@ ending and a new one is about to begin. Without fills, a drum pattern
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just loops. With them, it breathes and has structure.
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``Pattern.fill()`` loads a 1-bar drum fill -- a short break that
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transitions between sections. 21 fill presets are available:
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transitions between sections. 30 fill presets are available:
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.. code-block:: pycon
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>>> Pattern.list_fills()
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['afrobeat', 'blast', 'bossa nova', 'breakdown', 'buildup',
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'cumbia', 'disco', 'funk', 'highlife', 'hip hop', 'house',
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'jazz', 'jazz brush', 'metal', 'reggae', 'rock', 'rock crash',
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'cajon breakdown', 'cajon flam', 'cajon rumble',
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'cumbia', 'disco', 'djembe break', 'djembe call', 'djembe roll',
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'funk', 'highlife', 'hip hop', 'house',
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'jazz', 'jazz brush', 'metal', 'metal blast', 'metal cascade',
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'metal triplet', 'reggae', 'rock', 'rock crash',
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'salsa', 'samba', 'second line', 'trap']
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>>> fill = Pattern.fill("rock")
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@@ -433,14 +436,19 @@ central to the drum ensemble traditions of Mali, Guinea, and Senegal.
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**3 sounds** -- bass (open center strike), tone (edge strike), and
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slap (sharp edge strike).
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**3 patterns:** djembe (a basic accompanying rhythm), kuku (a
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traditional rhythm from Guinea associated with fishing), and soli (a
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solo/celebration rhythm).
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**8 patterns:** djembe (basic accompanying rhythm), kuku (Guinean harvest
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dance), soli (powerful Mandinka rhythm), dununba (heavy bass-driven),
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tiriba (joyful Susu rhythm), yankadi (gentle greeting/welcome), djansa
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(fast Malinke dance), mendiani (women's celebratory dance).
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**3 fills:** djembe call (bass-tone-slap conversation building to climax),
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djembe roll (rapid slaps accelerating into bass), djembe break (syncopated
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West African-style break).
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.. code-block:: python
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score = Score("4/4", bpm=120)
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score.drums("djembe", repeats=4)
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score.drums("djembe", repeats=8, fill="djembe call", fill_every=4)
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Metal Kit
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~~~~~~~~~
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@@ -456,10 +464,15 @@ metal blast (blast beat with china cymbal accents), metal groove (a
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half-time groove with double kick fills), and metal gallop (the
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classic triplet-feel gallop rhythm).
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**4 fills:** metal (double kick 16ths with descending toms), metal triplet
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(double kick triplets with snare accents), metal blast (alternating
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snare/kick 32nds into half-time crash), metal cascade (descending snare
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roll → kick roll → alternating → crash ending).
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.. code-block:: python
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score = Score("4/4", bpm=200)
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score.drums("metal blast", repeats=4)
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score.drums("metal blast", repeats=8, fill="metal cascade", fill_every=4)
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Cajón
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~~~~~
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@@ -468,15 +481,20 @@ The cajón is a box-shaped percussion instrument from Peru, now
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ubiquitous in acoustic and unplugged settings worldwide. Players sit
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on the box and strike the front face with their hands.
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**2 sounds** -- slap (sharp, snare-like) and tap (bass-like).
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**3 sounds** -- bass (deep center thump), slap (sharp, snare-like edge
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hit with wire buzz), and tap (light finger tap).
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|
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**3 patterns:** cajon (basic groove), cajon rumba (flamenco-style rumba),
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and cajon folk (folk/acoustic pattern).
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**3 fills:** cajon flam (slaps accelerating into bass hits), cajon rumble
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(fast taps building to slap accents), cajon breakdown (syncopated
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bass-slap groove).
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.. code-block:: python
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score = Score("4/4", bpm=100)
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score.drums("cajon", repeats=4)
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score.drums("cajon", repeats=8, fill="cajon flam", fill_every=4)
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MIDI Export
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-----------
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@@ -47,6 +47,18 @@ A ``Duration`` represents a note length in beats (quarter note = 1 beat):
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>>> Duration.TRIPLET_QUARTER.value
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0.6666666666666666
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|
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Duration supports arithmetic — multiply, divide, and add to create
|
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compound durations:
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|
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.. code-block:: pycon
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>>> Duration.WHOLE * 2
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8.0
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>>> Duration.HALF + Duration.QUARTER
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3.0
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>>> Duration.WHOLE / 2
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2.0
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Time Signatures
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---------------
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@@ -399,6 +411,102 @@ The arpeggiator also accepts velocity:
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lead.arpeggio("Am", bars=2, pattern="up", velocity=80)
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|
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Articulations
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-------------
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Articulations change *how* a note is played — its attack, duration, and
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weight. A staccato note is short and bouncy. A marcato note hits hard.
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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
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musician played it.
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Pass ``articulation=`` to ``Part.add()``:
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.. code-block:: python
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piano.add("C4", Duration.QUARTER, articulation="staccato") # short, bouncy
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piano.add("D4", Duration.QUARTER, articulation="legato") # smooth, overlaps
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piano.add("E4", Duration.QUARTER, articulation="marcato") # heavy accent
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piano.add("F4", Duration.QUARTER, articulation="tenuto") # held, soft attack
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piano.add("G4", Duration.QUARTER, articulation="accent") # louder
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piano.add("C5", Duration.HALF, articulation="fermata") # held longer
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What each articulation does:
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- **staccato** — plays ~40% of the note duration with a quick fade-out. Short and detached.
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- **legato** — extends ~15% into the next note. Smooth and connected.
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- **marcato** — 25% velocity boost + sharper attack. Heavy and accented.
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- **tenuto** — full duration with a softer attack ramp. Held and deliberate.
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- **accent** — 20% velocity boost, no duration change.
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- **fermata** — stretches the note 50% longer.
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Articulations work on ``Part.hold()`` and ``Part.hit()`` too.
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Dynamic Curves
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--------------
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Real music breathes — phrases get louder, get quieter, swell and
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recede. Dynamic curves let you shape the velocity across a sequence
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of notes instead of setting each one manually.
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.. code-block:: python
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# Crescendo: quiet to loud
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piano.crescendo(["C4","D4","E4","F4","G4","A4","B4","C5"],
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Duration.QUARTER, start_vel=30, end_vel=110)
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# Decrescendo: loud to quiet
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piano.decrescendo(["C5","B4","A4","G4","F4","E4","D4","C4"],
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Duration.QUARTER, start_vel=110, end_vel=30)
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# Swell: up then back down (orchestral < > shape)
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strings.swell(["C4","D4","E4","F4","G4","F4","E4","D4"],
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Duration.QUARTER, low_vel=35, peak_vel=110)
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# Custom curve: explicit velocity per note
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piano.dynamics(["C4","E4","G4","C5"], Duration.QUARTER,
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velocities=[50, 80, 110, 90])
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Four methods:
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- **crescendo()** — linear velocity ramp from ``start_vel`` to ``end_vel``.
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- **decrescendo()** — same thing, but typically loud to quiet.
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- **swell()** — ramps up to the midpoint, then back down. The classic
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orchestral crescendo-decrescendo.
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- **dynamics()** — the general form. Pass a ``(start, end)`` tuple for
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a linear ramp, or a list of velocities for a custom curve.
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All four accept ``articulation=`` to combine dynamics with articulations:
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.. code-block:: python
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# Staccato crescendo — bouncy notes getting louder
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piano.crescendo(["C4","E4","G4","C5","E5","G5","C6","E6"],
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Duration.EIGHTH, start_vel=40, end_vel=110,
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articulation="staccato")
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Part.hit() — Manual Drum Placement
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-----------------------------------
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The pattern system is great for grooves, but sometimes you want to
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place individual drum hits with full control — articulations, effects,
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and all. ``Part.hit()`` puts a drum sound into a Part's note stream:
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|
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.. code-block:: python
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from pytheory import DrumSound
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kit = score.part("kit", synth="sine", volume=0.7)
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kit.hit(DrumSound.KICK, Duration.QUARTER, articulation="accent")
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kit.hit(DrumSound.CLOSED_HAT, Duration.EIGHTH, velocity=60)
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kit.hit(DrumSound.SNARE, Duration.EIGHTH, articulation="marcato")
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Because hits go through the normal Part renderer, they get humanize,
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effects, and articulations for free. Use this for custom beats that
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don't fit a preset pattern, or for one-shot accent hits layered on
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top of a pattern.
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Swing and Groove
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----------------
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|
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@@ -478,6 +586,50 @@ integrate naturally with the rest of the automation system:
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pad.rest(Duration.WHOLE)
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pad.rest(Duration.WHOLE)
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|
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Parameter Ramps
|
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---------------
|
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|
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Fades only control volume. ``Part.ramp()`` smoothly sweeps *any*
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parameter from its current value to a target — filters, reverb,
|
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distortion, chorus, delay, anything ``.set()`` accepts. This is how
|
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you build filter sweeps, gradual effect sends, and EDM buildups.
|
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|
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.. code-block:: python
|
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|
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lead = score.part("lead", synth="saw", lowpass=200, lowpass_q=3.0)
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# Open the filter over 8 bars
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lead.ramp(over=Duration.WHOLE * 8, lowpass=8000)
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|
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# Ramp multiple params at once
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pad.ramp(over=Duration.WHOLE * 4, reverb=0.5, chorus=0.3)
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|
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# Close the filter with distortion fading in
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lead.ramp(over=Duration.WHOLE * 4, lowpass=400, distortion=0.5)
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|
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Four interpolation curves:
|
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|
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- **linear** — constant rate of change (default).
|
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- **ease_in** — starts slow, accelerates. Good for buildups.
|
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- **ease_out** — starts fast, decelerates. Good for releases.
|
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- **ease_in_out** — slow at both ends. Smooth and natural.
|
||||
|
||||
.. code-block:: python
|
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|
||||
# EDM buildup: slow start, accelerating filter sweep
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lead.ramp(over=Duration.WHOLE * 8, curve="ease_in", lowpass=8000)
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|
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# Smooth reverb wash fading in and settling
|
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pad.ramp(over=Duration.WHOLE * 4, curve="ease_in_out", reverb=0.6)
|
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|
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``ramp()`` generates automation points every quarter-beat by default.
|
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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.
|
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|
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Humanize
|
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--------
|
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|
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|
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+1
-1
@@ -1,6 +1,6 @@
|
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[project]
|
||||
name = "pytheory"
|
||||
version = "0.36.5"
|
||||
version = "0.38.2"
|
||||
description = "Music Theory for Humans"
|
||||
readme = "README.md"
|
||||
license = "MIT"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
"""PyTheory: Music Theory for Humans."""
|
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|
||||
__version__ = "0.36.5"
|
||||
__version__ = "0.38.2"
|
||||
|
||||
from .tones import Tone, Interval
|
||||
from .systems import System, SYSTEMS, TET
|
||||
|
||||
+96
-24
@@ -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)
|
||||
|
||||
+477
-4
@@ -449,6 +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
|
||||
@@ -565,6 +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")
|
||||
@@ -1907,6 +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(
|
||||
@@ -2292,6 +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.
|
||||
@@ -2402,7 +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).
|
||||
@@ -2410,6 +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.
|
||||
"""
|
||||
@@ -2420,11 +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
|
||||
@@ -2449,9 +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.
|
||||
|
||||
@@ -2535,6 +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":
|
||||
|
||||
Reference in New Issue
Block a user