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| Author | SHA1 | Date | |
|---|---|---|---|
| a2740b8d57 | |||
| 840bfcc36c |
@@ -2,6 +2,28 @@
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All notable changes to PyTheory are documented here.
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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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+13
-7
@@ -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 27 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 +252,15 @@ 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. 27 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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'cajon breakdown', 'cajon flam', 'cajon rumble',
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'cumbia', 'disco', 'funk', 'highlife', 'hip hop', 'house',
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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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@@ -435,14 +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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+1
-1
@@ -1,6 +1,6 @@
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[project]
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name = "pytheory"
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version = "0.36.6"
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version = "0.38.0"
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description = "Music Theory for Humans"
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readme = "README.md"
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license = "MIT"
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@@ -1,6 +1,6 @@
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"""PyTheory: Music Theory for Humans."""
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__version__ = "0.36.6"
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__version__ = "0.38.0"
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from .tones import Tone, Interval
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from .systems import System, SYSTEMS, TET
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+96
-24
@@ -2890,29 +2890,27 @@ def _synth_djembe_tone(n_samples):
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def _synth_djembe_slap(n_samples):
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"""Djembe slap — edge strike with fingers spread, sharp crack.
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The highest, sharpest djembe sound. Fingers fan out on contact
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creating a loud crack with minimal sustain.
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The highest, sharpest djembe sound. A dry, high-pitched pop from
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goatskin membrane — NOT a snare. Tight attack, very short decay,
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skin character rather than wire rattle.
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"""
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t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
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# Sharp crack — mostly noise
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crack_len = min(int(SAMPLE_RATE * 0.02), n_samples)
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crack = _noise(crack_len) * _exp_decay(crack_len, 100) * 1.0
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# Brief high-pitched ring
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ring = numpy.sin(2 * numpy.pi * 600 * t) * _exp_decay(n_samples, 25) * 0.4
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ring2 = numpy.sin(2 * numpy.pi * 1200 * t) * 0.2 * _exp_decay(n_samples, 35)
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# Brief membrane pop
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thump_len = min(int(SAMPLE_RATE * 0.02), n_samples)
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thump_raw = _noise(thump_len)
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if thump_len > 20:
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bl, al = scipy.signal.butter(2, [300, 2000], btype='band', fs=SAMPLE_RATE)
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thump = scipy.signal.lfilter(bl, al, numpy.pad(thump_raw, (0, max(0, n_samples - thump_len))))[:thump_len]
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# High membrane pop — goatskin resonance, much higher than snare
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pop = numpy.sin(2 * numpy.pi * 900 * t) * _exp_decay(n_samples, 50) * 0.5
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pop2 = numpy.sin(2 * numpy.pi * 1600 * t) * _exp_decay(n_samples, 60) * 0.25
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pop3 = numpy.sin(2 * numpy.pi * 2400 * t) * _exp_decay(n_samples, 80) * 0.12
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# Very short filtered click — hand-on-skin transient, not noise rattle
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click_len = min(int(SAMPLE_RATE * 0.008), n_samples)
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click_raw = _noise(click_len)
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if click_len > 20:
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bl, al = scipy.signal.butter(2, 1800 / (SAMPLE_RATE / 2), btype='high')
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click = scipy.signal.lfilter(bl, al, numpy.pad(click_raw, (0, max(0, n_samples - click_len))))[:click_len]
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else:
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thump = thump_raw
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thump *= _exp_decay(thump_len, 80) * 0.8
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result = ring + ring2
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result[:crack_len] += crack
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result[:thump_len] += thump
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return numpy.tanh(result * 1.7)
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click = click_raw
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click *= _exp_decay(click_len, 150) * 0.6
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result = pop + pop2 + pop3
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result[:click_len] += click
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return numpy.tanh(result * 1.5)
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def _synth_guiro(n_samples):
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@@ -4147,10 +4145,48 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
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start += _rnd.randint(-max_offset, max_offset)
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start = max(0, start)
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dur_ms = note.beats * 60_000 / bpm
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# Articulation: adjust duration and velocity
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art = getattr(note, 'articulation', '')
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art_vel_mult = 1.0
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art_attack_mult = 1.0 # multiplier for envelope attack
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if art == 'staccato':
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dur_ms *= 0.4 # short and bouncy
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elif art == 'legato':
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dur_ms *= 1.15 # slight overlap into next note
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elif art == 'marcato':
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art_vel_mult = 1.25 # heavier
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art_attack_mult = 0.3 # sharper attack
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elif art == 'tenuto':
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art_attack_mult = 1.8 # softer attack, full duration
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elif art == 'accent':
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art_vel_mult = 1.2
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elif art == 'fermata':
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dur_ms *= 1.5 # held longer
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n_samples = int(SAMPLE_RATE * dur_ms / 1000)
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if start + n_samples > total_samples:
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n_samples = total_samples - start
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if n_samples > 0 and start >= 0:
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# Drum hit via Part.hit() — use drum synth directly
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from .rhythm import _DrumTone
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if isinstance(note.tone, _DrumTone):
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drum_wave = _render_drum_hit(note.tone.sound.value, n_samples)
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mixed = drum_wave.astype(numpy.float32)
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# Staccato fade-out for drums
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if art == 'staccato':
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fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
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if fade_len > 0:
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mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
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vel = getattr(note, 'velocity', 100)
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vel = min(127, int(vel * art_vel_mult))
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if humanize > 0.0:
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vel_jitter = int(humanize * 15)
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vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
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vel_scale = vel / 127.0
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end = min(start + len(mixed), total_samples)
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buf[start:end] += mixed[:end - start] * volume * vel_scale
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if not getattr(note, '_hold', False):
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beat_pos += note.beats
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continue
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# Get pitches
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if hasattr(note.tone, 'tones'):
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pitches = [t.pitch(temperament=temperament, reference_pitch=reference_pitch) for t in note.tone.tones]
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@@ -4251,11 +4287,18 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
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if noise_mix > 0:
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noise = numpy.random.uniform(-1, 1, n_samples).astype(numpy.float32)
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mixed = mixed * (1.0 - noise_mix * 0.5) + noise * noise_mix * 0.5
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# Amplitude envelope
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if a > 0 or d > 0 or s < 1.0 or r > 0:
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mixed = _apply_envelope(mixed, a, d, s, r)
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# Per-note velocity
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# Amplitude envelope (articulation may adjust attack)
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art_a = a * art_attack_mult
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if art_a > 0 or d > 0 or s < 1.0 or r > 0:
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mixed = _apply_envelope(mixed, art_a, d, s, r)
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# Staccato: apply a quick fade-out at the end
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if art == 'staccato':
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fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
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if fade_len > 0:
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mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
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# Per-note velocity (articulation may boost)
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vel = getattr(note, 'velocity', 100)
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vel = min(127, int(vel * art_vel_mult))
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if humanize > 0.0:
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vel_jitter = int(humanize * 15)
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vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
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@@ -4661,6 +4704,35 @@ def render_score(score):
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part_stereo[fade_start:start, ch] *= fade
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_last_hit_start[sound_id] = start
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# Cross-choke: a new hit on one sound dampens the ring of
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# related sounds on the same instrument (e.g. djembe slap
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# kills the bass resonance, closed hat kills open hat).
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_CHOKE_GROUPS = {
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# Djembe — any strike dampens the others
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DrumSound.DJEMBE_BASS.value: (DrumSound.DJEMBE_TONE.value, DrumSound.DJEMBE_SLAP.value),
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DrumSound.DJEMBE_TONE.value: (DrumSound.DJEMBE_BASS.value, DrumSound.DJEMBE_SLAP.value),
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DrumSound.DJEMBE_SLAP.value: (DrumSound.DJEMBE_BASS.value, DrumSound.DJEMBE_TONE.value),
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# Hi-hats — closed chokes open
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DrumSound.CLOSED_HAT.value: (DrumSound.OPEN_HAT.value,),
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DrumSound.PEDAL_HAT.value: (DrumSound.OPEN_HAT.value,),
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# Cajón — slap dampens bass ring
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DrumSound.CAJON_SLAP.value: (DrumSound.CAJON_BASS.value,),
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DrumSound.CAJON_TAP.value: (DrumSound.CAJON_BASS.value,),
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# Doumbek — tek/ka dampen dum
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DrumSound.DOUMBEK_TEK.value: (DrumSound.DOUMBEK_DUM.value,),
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DrumSound.DOUMBEK_KA.value: (DrumSound.DOUMBEK_DUM.value,),
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}
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choke_targets = _CHOKE_GROUPS.get(sound_id, ())
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for target_id in choke_targets:
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if target_id in _last_hit_start:
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prev_start = _last_hit_start[target_id]
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fade_len = min(int(SAMPLE_RATE * 0.004), max(0, start - prev_start))
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if fade_len > 0 and start > 0:
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fade = numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
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fade_start = max(0, start - fade_len)
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for ch in range(2):
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part_stereo[fade_start:start, ch] *= fade
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remaining = total_samples - start
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hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
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wave = _render_drum_hit(hit.sound.value, hit_len)
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+169
-4
@@ -449,6 +449,7 @@ class Note:
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bend: float = 0.0
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bend_type: str = "smooth" # "smooth" (log), "linear", "late"
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lyric: str = "" # syllable for vocal synth
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articulation: str = "" # "", "staccato", "legato", "marcato", "tenuto", "accent", "fermata"
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_hold: bool = False # if True, don't advance beat position
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@property
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@@ -565,6 +566,17 @@ class DrumSound(Enum):
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METAL_HAT = 107 # tight, short, precise
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class _DrumTone:
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"""Wrapper so a DrumSound can be placed in a Part's note list."""
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__slots__ = ('sound',)
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def __init__(self, sound: DrumSound):
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self.sound = sound
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def pitch(self, **kwargs):
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return -self.sound.value
|
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|
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class _Hit:
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"""A single drum hit at a specific position in a pattern."""
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__slots__ = ("sound", "position", "velocity")
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@@ -1907,6 +1919,74 @@ Pattern._PRESETS["soli"] = dict(
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],
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)
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# Dununba — heavy bass-driven rhythm (accompaniment djembe part)
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Pattern._PRESETS["dununba"] = dict(
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name="dununba",
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time_signature="4/4",
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beats=4.0,
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hits=[
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_h(JB, 0.0, 110), _h(JB, 0.5, 95),
|
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_h(JT, 1.0, 75), _h(JB, 1.5, 100),
|
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_h(JB, 2.0, 108), _h(JT, 2.5, 70),
|
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_h(JB, 3.0, 105), _h(JB, 3.5, 90), _h(JT, 3.75, 65),
|
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],
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)
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# Tiriba — joyful Susu rhythm from Guinea
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Pattern._PRESETS["tiriba"] = dict(
|
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name="tiriba",
|
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time_signature="4/4",
|
||||
beats=4.0,
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hits=[
|
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_h(JT, 0.0, 85), _h(JS, 0.25, 95), _h(JT, 0.5, 80),
|
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_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
|
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Pattern._PRESETS["djansa"] = dict(
|
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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 +2372,57 @@ 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
|
||||
@@ -2505,7 +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).
|
||||
@@ -2513,6 +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.
|
||||
"""
|
||||
@@ -2523,11 +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
|
||||
@@ -2552,7 +2690,34 @@ 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 set(self, **params) -> "Part":
|
||||
|
||||
Reference in New Issue
Block a user