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Author SHA1 Message Date
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
7 changed files with 441 additions and 38 deletions
+28
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@@ -2,6 +2,34 @@
All notable changes to PyTheory are documented here.
## 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
+13 -7
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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 27 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 +252,15 @@ 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. 27 fill presets are available:
transitions between sections. 30 fill presets are available:
.. code-block:: pycon
>>> Pattern.list_fills()
['afrobeat', 'blast', 'bossa nova', 'breakdown', 'buildup',
'cajon breakdown', 'cajon flam', 'cajon rumble',
'cumbia', 'disco', 'funk', 'highlife', 'hip hop', 'house',
'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']
@@ -435,14 +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
~~~~~~~~~
+1 -1
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@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.36.6"
version = "0.38.1"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
+1 -1
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.36.6"
__version__ = "0.38.1"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
+96 -24
View File
@@ -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)
+301 -4
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@@ -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 +2372,57 @@ 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
@@ -2552,9 +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.
Generated
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View File
@@ -698,7 +698,7 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.36.6"
version = "0.38.1"
source = { editable = "." }
dependencies = [
{ name = "numeral" },