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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 15:14:21 -04:00
14 changed files with 2014 additions and 64 deletions
+61
View File
@@ -2,6 +2,67 @@
All notable changes to PyTheory are documented here.
## 0.39.2
- **Marching percussion** — snare, rimshot, and stick click sounds with
high-tension kevlar synthesis and woody-metallic rimshot crack
- **`Part.flam()`**, **`Part.diddle()`**, **`Part.cheese()`** — marching
rudiment methods for any drum sound
- **`Part ensemble=`** — duplicate voices with per-player timing tendencies
and micro pitch drift. Works on any Part (drumline, string section, choir).
`ensemble=20` for a full snare line, `ensemble=4` for a string quartet.
- **Sympathetic resonance** — marching snare buzz builds up with repeated
hits, decays during rests (like real snare wire response)
- **4 marching patterns** — march, cadence, paradiddle, roll
- **Chakradar tabla pattern** — 16-beat tihai of tihais composition
- Song #32: Snare Cadence (flams, diddles, cheese, triplets, 32nds)
## 0.39.1
- **Chakradar tabla pattern** — 16-beat tihai of tihais composition with
3 escalating phrases and a crescendo triplet finale
## 0.39.0
- **Dropped `numeral` dependency** — Roman numeral helpers inlined,
reducing supply chain surface (#47)
- **`Part.ramp()`** — smooth parameter automation with 4 interpolation
curves (linear, ease_in, ease_out, ease_in_out)
- **Articulations** — staccato, legato, marcato, tenuto, accent, fermata
- **Dynamic curves** — crescendo(), decrescendo(), swell(), dynamics()
- **`Part.hit()`** — individual drum sounds with articulation support
- **Cross-choke drum damping** — djembe, hi-hats, cajón, doumbek
- **5 new djembe patterns** + 3 djembe fills (30 fills total)
- **6 new drum fills** — 3 cajón, 3 metal
- **Duration arithmetic** — multiply, divide, add
- **Improved djembe slap** synthesis
- Song #31: Acid Tabla
## 0.38.2
- **`Part.ramp()`** — smooth parameter automation from current value to
target over a duration. Works for lowpass, reverb, distortion, chorus,
delay, volume, and any `.set()` parameter. Four interpolation curves:
linear, ease_in, ease_out, ease_in_out.
## 0.38.1
- **Dynamic curves** — `Part.crescendo()`, `Part.decrescendo()`,
`Part.swell()`, and `Part.dynamics()` for velocity ramps and custom
curves across a sequence of notes
## 0.38.0
- **Articulations** — `staccato`, `legato`, `marcato`, `tenuto`, `accent`,
`fermata` via `articulation=` on `Part.add()` and `Part.hold()`
- **`Part.hit()`** — place individual drum sounds in a Part's note stream
with articulation, velocity, and effects support
- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
- **3 new djembe fills** — djembe call, djembe roll, djembe break (30 fills total)
- **Cross-choke drum damping** — striking one sound fades out related sounds
(djembe, hi-hats, cajón, doumbek)
- **Improved djembe slap** — dry goatskin pop instead of snare-like noise
## 0.37.0
- **5 new djembe patterns** — dununba, tiriba, yankadi, djansa, mendiani
+58 -2
View File
@@ -10,7 +10,7 @@ the genre -- they tell the listener's body how to move before a single
melodic note is played.
PyTheory includes a complete drum system -- 51 synthesized percussion
sounds, 85+ pattern presets across dozens of genres, and 30 fill presets.
sounds, 95+ pattern presets across dozens of genres, and 30 fill presets.
Every sound is generated from waveforms; no samples needed.
Drum Sounds
@@ -121,10 +121,18 @@ MRIDANGAM_THA (101)
**Djembe:** DJEMBE_BASS (102), DJEMBE_TONE (103), DJEMBE_SLAP (104)
**Cajón:** CAJON_SLAP (109), CAJON_TAP (110)
**Cajón:** CAJON_BASS (108), CAJON_SLAP (109), CAJON_TAP (110)
**Metal Kit:** METAL_KICK (105), METAL_SNARE (106), METAL_HAT (107)
**Marching Snare:** MARCH_SNARE (115), MARCH_RIMSHOT (116), MARCH_CLICK (118)
**Quads (Tenors):** QUAD_1 (119), QUAD_2 (120), QUAD_3 (121), QUAD_4 (122),
QUAD_SPOCK (123)
**Marching Bass:** BASS_1 (124), BASS_2 (125), BASS_3 (126), BASS_4 (127),
BASS_5 (80)
Drum Synthesis
--------------
@@ -496,6 +504,54 @@ bass-slap groove).
score = Score("4/4", bpm=100)
score.drums("cajon", repeats=8, fill="cajon flam", fill_every=4)
Marching Percussion
~~~~~~~~~~~~~~~~~~~
A full drumline — snare, quads (tenors), and pitched bass drums.
Every sound is synthesized: kevlar snare heads, aluminum shell ting
on the quads, felt-beater thwack on the basses.
**Snare** -- 3 sounds: MARCH_SNARE (tight kevlar tap), MARCH_RIMSHOT
(woody-metallic crack), MARCH_CLICK (stick click for count-offs).
**Quads** -- 5 sounds: QUAD_1 through QUAD_4 (high to low pitched
tenors) plus QUAD_SPOCK (rim click on the shell).
**Bass drums** -- 5 pitched drums: BASS_1 (highest/smallest) through
BASS_5 (lowest/biggest), each with a prominent felt-beater thwack.
**6 patterns:** march (basic 4/4), cadence (8-beat street beat),
march paradiddle, march roll (buzz crescendo), quad sweep (run across
all 4 drums), quad groove, bass split (cascading across the line),
bass unison (all 5 hit together), drumline (snare + quads + bass).
**Rudiment methods:** ``Part.flam()``, ``Part.diddle()``, and
``Part.cheese()`` for marching rudiments on any drum sound.
**Ensemble rendering:** ``ensemble=N`` on any Part duplicates the
voice with per-player timing tendencies and micro pitch drift.
``ensemble=8`` for a snare line, ``ensemble=20`` for a massive section.
.. code-block:: python
# Full drumline with ensemble
snares = score.part("snares", synth="sine", volume=0.9,
reverb=0.2, ensemble=8)
quads = score.part("quads", synth="sine", volume=0.5,
reverb=0.2, ensemble=4)
basses = score.part("basses", synth="sine", volume=0.55,
reverb=0.2, ensemble=5)
snares.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
snares.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
# Or use patterns
score.drums("drumline", repeats=4)
**Sympathetic resonance:** The marching snare builds up snare wire
buzz as hits accumulate, and the buzz decays during rests — just like
a real drum.
MIDI Export
-----------
+193
View File
@@ -47,6 +47,18 @@ A ``Duration`` represents a note length in beats (quarter note = 1 beat):
>>> Duration.TRIPLET_QUARTER.value
0.6666666666666666
Duration supports arithmetic — multiply, divide, and add to create
compound durations:
.. code-block:: pycon
>>> Duration.WHOLE * 2
8.0
>>> Duration.HALF + Duration.QUARTER
3.0
>>> Duration.WHOLE / 2
2.0
Time Signatures
---------------
@@ -399,6 +411,143 @@ The arpeggiator also accepts velocity:
lead.arpeggio("Am", bars=2, pattern="up", velocity=80)
Articulations
-------------
Articulations change *how* a note is played — its attack, duration, and
weight. A staccato note is short and bouncy. A marcato note hits hard.
A legato note melts into the next one. This is the difference between
a melody that sounds like a MIDI file and one that sounds like a
musician played it.
Pass ``articulation=`` to ``Part.add()``:
.. code-block:: python
piano.add("C4", Duration.QUARTER, articulation="staccato") # short, bouncy
piano.add("D4", Duration.QUARTER, articulation="legato") # smooth, overlaps
piano.add("E4", Duration.QUARTER, articulation="marcato") # heavy accent
piano.add("F4", Duration.QUARTER, articulation="tenuto") # held, soft attack
piano.add("G4", Duration.QUARTER, articulation="accent") # louder
piano.add("C5", Duration.HALF, articulation="fermata") # held longer
What each articulation does:
- **staccato** — plays ~40% of the note duration with a quick fade-out. Short and detached.
- **legato** — extends ~15% into the next note. Smooth and connected.
- **marcato** — 25% velocity boost + sharper attack. Heavy and accented.
- **tenuto** — full duration with a softer attack ramp. Held and deliberate.
- **accent** — 20% velocity boost, no duration change.
- **fermata** — stretches the note 50% longer.
Articulations work on ``Part.hold()`` and ``Part.hit()`` too.
Dynamic Curves
--------------
Real music breathes — phrases get louder, get quieter, swell and
recede. Dynamic curves let you shape the velocity across a sequence
of notes instead of setting each one manually.
.. code-block:: python
# Crescendo: quiet to loud
piano.crescendo(["C4","D4","E4","F4","G4","A4","B4","C5"],
Duration.QUARTER, start_vel=30, end_vel=110)
# Decrescendo: loud to quiet
piano.decrescendo(["C5","B4","A4","G4","F4","E4","D4","C4"],
Duration.QUARTER, start_vel=110, end_vel=30)
# Swell: up then back down (orchestral < > shape)
strings.swell(["C4","D4","E4","F4","G4","F4","E4","D4"],
Duration.QUARTER, low_vel=35, peak_vel=110)
# Custom curve: explicit velocity per note
piano.dynamics(["C4","E4","G4","C5"], Duration.QUARTER,
velocities=[50, 80, 110, 90])
Four methods:
- **crescendo()** — linear velocity ramp from ``start_vel`` to ``end_vel``.
- **decrescendo()** — same thing, but typically loud to quiet.
- **swell()** — ramps up to the midpoint, then back down. The classic
orchestral crescendo-decrescendo.
- **dynamics()** — the general form. Pass a ``(start, end)`` tuple for
a linear ramp, or a list of velocities for a custom curve.
All four accept ``articulation=`` to combine dynamics with articulations:
.. code-block:: python
# Staccato crescendo — bouncy notes getting louder
piano.crescendo(["C4","E4","G4","C5","E5","G5","C6","E6"],
Duration.EIGHTH, start_vel=40, end_vel=110,
articulation="staccato")
Part.hit() — Manual Drum Placement
-----------------------------------
The pattern system is great for grooves, but sometimes you want to
place individual drum hits with full control — articulations, effects,
and all. ``Part.hit()`` puts a drum sound into a Part's note stream:
.. code-block:: python
from pytheory import DrumSound
kit = score.part("kit", synth="sine", volume=0.7)
kit.hit(DrumSound.KICK, Duration.QUARTER, articulation="accent")
kit.hit(DrumSound.CLOSED_HAT, Duration.EIGHTH, velocity=60)
kit.hit(DrumSound.SNARE, Duration.EIGHTH, articulation="marcato")
Because hits go through the normal Part renderer, they get humanize,
effects, and articulations for free. Use this for custom beats that
don't fit a preset pattern, or for one-shot accent hits layered on
top of a pattern.
Rudiments — Flam, Diddle, Cheese
---------------------------------
Marching percussion rudiments as methods on any Part:
.. code-block:: python
from pytheory import DrumSound
p = score.part("snares", synth="sine", volume=0.9)
# Flam: grace note + main hit (gap controls tightness)
p.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
# Diddle: two equal strokes in one note duration
p.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
# Cheese: flam + diddle combined
p.cheese(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
Ensemble
--------
Any Part can be rendered as an ensemble — multiple players with
per-player timing tendencies and micro pitch drift:
.. code-block:: python
# 8-player snare line
snares = score.part("snares", synth="sine", volume=0.9, ensemble=8)
# 20-player string section
strings = score.part("strings", instrument="string_ensemble", ensemble=20)
# Single player (default)
solo = score.part("solo", instrument="violin")
Each ensemble voice gets a consistent timing personality (some rush,
some drag) plus small per-note wobble, and slightly different tuning.
The result sounds like a real section — together but alive.
Swing and Groove
----------------
@@ -478,6 +627,50 @@ integrate naturally with the rest of the automation system:
pad.rest(Duration.WHOLE)
pad.rest(Duration.WHOLE)
Parameter Ramps
---------------
Fades only control volume. ``Part.ramp()`` smoothly sweeps *any*
parameter from its current value to a target — filters, reverb,
distortion, chorus, delay, anything ``.set()`` accepts. This is how
you build filter sweeps, gradual effect sends, and EDM buildups.
.. code-block:: python
lead = score.part("lead", synth="saw", lowpass=200, lowpass_q=3.0)
# Open the filter over 8 bars
lead.ramp(over=Duration.WHOLE * 8, lowpass=8000)
# Ramp multiple params at once
pad.ramp(over=Duration.WHOLE * 4, reverb=0.5, chorus=0.3)
# Close the filter with distortion fading in
lead.ramp(over=Duration.WHOLE * 4, lowpass=400, distortion=0.5)
Four interpolation curves:
- **linear** — constant rate of change (default).
- **ease_in** — starts slow, accelerates. Good for buildups.
- **ease_out** — starts fast, decelerates. Good for releases.
- **ease_in_out** — slow at both ends. Smooth and natural.
.. code-block:: python
# EDM buildup: slow start, accelerating filter sweep
lead.ramp(over=Duration.WHOLE * 8, curve="ease_in", lowpass=8000)
# Smooth reverb wash fading in and settling
pad.ramp(over=Duration.WHOLE * 4, curve="ease_in_out", reverb=0.6)
``ramp()`` generates automation points every quarter-beat by default.
Set ``resolution=0.125`` for smoother curves (every 32nd note), or
``resolution=1.0`` for lighter automation (every beat).
Combine with ``lfo()`` for cyclic modulation and ``ramp()`` for
one-shot sweeps — together they cover the full range of parameter
automation.
Humanize
--------
+483 -1
View File
@@ -2324,6 +2324,486 @@ def sitar_drone():
play_song(score, "Sitar Drone — Raga Bhairav (22-Shruti JI, hold() polyphony)")
def acid_tabla():
"""Acid Tabla — 303 filter automation meets Indian percussion."""
score = Score("4/4", bpm=132)
# ── House drums ──
score.drums("house", repeats=20, fill="house", fill_every=8)
score.set_drum_effects(volume=0.45)
# ── 303 acid bass ──
acid = score.part("acid", synth="saw", volume=0.75,
legato=True, glide=0.035,
distortion=0.35, distortion_drive=4.5,
saturation=0.15, humanize=0.05)
# Intro (4 bars): filter closed, high resonance
acid.set(lowpass=600, lowpass_q=12.0)
for _ in range(4):
for n in ["C3","C3","C2","C3","Eb3","C2","G2","C3"]:
acid.add(n, Duration.EIGHTH)
# Build (4 bars): filter opens
acid.ramp(over=Duration.WHOLE * 4, curve="ease_in", lowpass=4500)
for _ in range(4):
for n in ["C2","G2","C3","Eb3","C2","Bb2","G2","C3"]:
acid.add(n, Duration.EIGHTH)
# Peak (4 bars): wide open, wilder pattern
acid.set(lowpass=7000, lowpass_q=7.0)
for _ in range(2):
for n in ["C2","C3","Eb3","G3","C2","Bb2","G2","Eb3"]:
acid.add(n, Duration.EIGHTH)
for _ in range(2):
for n in ["C2","Eb3","C3","G3","Bb2","C3","G2","C2"]:
acid.add(n, Duration.EIGHTH)
# Tabla section (4 bars): filter pulls back
acid.set(lowpass=3000, lowpass_q=5.0)
for _ in range(4):
for n in ["C2","G2","C3","C2","Eb2","G2","Bb2","C2"]:
acid.add(n, Duration.EIGHTH)
# Outro (4 bars): filter closes
acid.ramp(over=Duration.WHOLE * 4, curve="ease_out", lowpass=400, lowpass_q=15.0)
for _ in range(4):
for n in ["C3","G2","C2","C3","C2","G2","Eb2","C2"]:
acid.add(n, Duration.EIGHTH)
# ── Tabla: enters bar 9, rides through to the end ──
tabla = score.part("tabla", synth="sine", volume=0.55, reverb=0.15)
# 8 bars rest
for _ in range(64):
tabla.rest(Duration.EIGHTH)
# Bars 9-12: keherwa groove
for _ in range(4):
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=100, articulation="accent")
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=55)
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=50)
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=88)
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=82)
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=52)
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=95, articulation="accent")
tabla.hit(DrumSound.TABLA_GE, Duration.EIGHTH, velocity=78)
# Bars 13-14: busier with 16ths
for _ in range(2):
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=105, articulation="marcato")
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=52)
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=90)
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=85)
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=58)
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=100, articulation="accent")
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.EIGHTH, velocity=88)
# Bars 15-16: tihai crescendo ending
for vel in [85, 90, 95]:
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=vel, articulation="accent")
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=int(vel * 0.6))
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=int(vel * 0.75))
for vel in [100, 105, 110]:
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=vel, articulation="marcato")
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=int(vel * 0.55))
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=int(vel * 0.7))
tabla.hit(DrumSound.TABLA_DHA, Duration.QUARTER, velocity=127, articulation="fermata")
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.QUARTER, velocity=110)
tabla.rest(Duration.HALF)
# Bars 17-20: tabla continues through outro, lighter
for _ in range(4):
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=85, articulation="accent")
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=45)
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=42)
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=75)
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=70)
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=42)
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=80)
tabla.hit(DrumSound.TABLA_GE, Duration.EIGHTH, velocity=65)
# ── Pad: enters at peak, fades during outro ──
pad = score.part("pad", synth="supersaw", envelope="pad", volume=0.0,
reverb=0.4, chorus=0.2, detune=10, lowpass=2500)
for _ in range(32):
pad.rest(Duration.QUARTER)
pad.ramp(over=Duration.WHOLE * 2, volume=0.18)
for sym in ["Cm", "Ab", "Eb", "Bb"] * 3:
pad.add(Chord.from_symbol(sym), Duration.WHOLE)
pad.ramp(over=Duration.WHOLE * 2, curve="ease_out", volume=0.0)
for sym in ["Cm", "Cm"]:
pad.add(Chord.from_symbol(sym), Duration.WHOLE)
play_song(score, "Acid Tabla — 303 filter automation + tabla (ramp, articulations, Part.hit)")
def snare_cadence():
"""Snare Cadence — full drumline with ensemble, flams, diddles, cheese."""
score = Score("4/4", bpm=120)
S = DrumSound.MARCH_SNARE
R = DrumSound.MARCH_RIMSHOT
C = DrumSound.MARCH_CLICK
Q1 = DrumSound.QUAD_1
Q2 = DrumSound.QUAD_2
Q3 = DrumSound.QUAD_3
Q4 = DrumSound.QUAD_4
QS = DrumSound.QUAD_SPOCK
B1 = DrumSound.BASS_1
B2 = DrumSound.BASS_2
B3 = DrumSound.BASS_3
B4 = DrumSound.BASS_4
B5 = DrumSound.BASS_5
# Snare line — 8 players
p = score.part("snares", synth="sine", volume=0.9, reverb=0.2, ensemble=8)
# Quad line — 4 players
q = score.part("quads", synth="sine", volume=0.5, reverb=0.2, ensemble=4)
# Bass line — 5 players
b = score.part("basses", synth="sine", volume=0.55, reverb=0.2, ensemble=5)
_trip = 1.0 / 3
# Helper: bass split run (down or up)
def bass_down(dur=Duration.SIXTEENTH):
b.hit(B1, dur, velocity=95)
b.hit(B2, dur, velocity=90)
b.hit(B3, dur, velocity=85)
b.hit(B4, dur, velocity=90)
def bass_up(dur=Duration.SIXTEENTH):
b.hit(B4, dur, velocity=90)
b.hit(B3, dur, velocity=85)
b.hit(B2, dur, velocity=90)
b.hit(B1, dur, velocity=95)
def bass_hit(dur=Duration.QUARTER):
b.hit(B3, dur, velocity=100)
def quad_sweep_down():
q.hit(Q1, Duration.SIXTEENTH, velocity=95)
q.hit(Q2, Duration.SIXTEENTH, velocity=88)
q.hit(Q3, Duration.SIXTEENTH, velocity=82)
q.hit(Q4, Duration.SIXTEENTH, velocity=78)
def quad_sweep_up():
q.hit(Q4, Duration.SIXTEENTH, velocity=78)
q.hit(Q3, Duration.SIXTEENTH, velocity=82)
q.hit(Q2, Duration.SIXTEENTH, velocity=88)
q.hit(Q1, Duration.SIXTEENTH, velocity=95)
# ── Click count-off ──
for _ in range(4):
p.hit(C, Duration.QUARTER, velocity=95)
q.rest(Duration.QUARTER)
b.rest(Duration.QUARTER)
# ── Section 1: 16th groove — snares only (4 bars) ──
for _ in range(16):
q.rest(Duration.QUARTER)
b.rest(Duration.QUARTER)
for _ in range(2):
p.hit(R, Duration.SIXTEENTH, velocity=118)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.hit(S, Duration.SIXTEENTH, velocity=35)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(R, Duration.SIXTEENTH, velocity=115)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=28)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.hit(R, Duration.SIXTEENTH, velocity=118)
p.hit(S, Duration.SIXTEENTH, velocity=35)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.hit(R, Duration.SIXTEENTH, velocity=120)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=28)
p.hit(S, Duration.SIXTEENTH, velocity=32)
# Triplets mixed in
for _ in range(2):
p.hit(R, _trip, velocity=118)
p.hit(S, _trip, velocity=32)
p.hit(S, _trip, velocity=30)
p.hit(R, _trip, velocity=115)
p.hit(S, _trip, velocity=28)
p.hit(S, _trip, velocity=32)
p.hit(R, Duration.SIXTEENTH, velocity=118)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.hit(S, Duration.SIXTEENTH, velocity=28)
p.hit(R, _trip, velocity=118)
p.hit(S, _trip, velocity=30)
p.hit(S, _trip, velocity=35)
# ── Section 2: Quads + bass enter (4 bars) ──
for _ in range(2):
p.flam(S, Duration.QUARTER, velocity=118)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.hit(R, _trip, velocity=118)
p.hit(S, _trip, velocity=28)
p.hit(S, _trip, velocity=30)
p.flam(S, Duration.QUARTER, velocity=118)
quad_sweep_down()
q.hit(QS, Duration.QUARTER, velocity=100)
quad_sweep_up()
q.hit(QS, Duration.QUARTER, velocity=100)
bass_hit()
b.hit(B5, Duration.QUARTER, velocity=95)
bass_hit()
b.hit(B1, Duration.QUARTER, velocity=95)
for _ in range(2):
p.hit(S, _trip, velocity=35)
p.flam(S, _trip * 2, velocity=118)
p.hit(S, Duration.SIXTEENTH, velocity=30)
p.hit(S, Duration.SIXTEENTH, velocity=32)
p.flam(S, Duration.QUARTER, velocity=118)
p.hit(S, _trip, velocity=28)
p.hit(R, _trip, velocity=122)
p.hit(S, _trip, velocity=35)
quad_sweep_down()
quad_sweep_up()
q.hit(Q1, Duration.EIGHTH, velocity=95)
q.hit(Q4, Duration.EIGHTH, velocity=85)
q.hit(QS, Duration.QUARTER, velocity=100)
bass_down()
bass_up()
b.hit(B3, Duration.HALF, velocity=100)
# ── Section 3: Flams + diddles + full line (4 bars) ──
for _ in range(2):
p.flam(S, Duration.QUARTER, velocity=120)
p.diddle(S, Duration.EIGHTH, velocity=45)
p.hit(S, _trip, velocity=30)
p.hit(S, _trip, velocity=32)
p.hit(S, _trip, velocity=28)
p.hit(R, Duration.EIGHTH, velocity=122)
p.diddle(S, Duration.EIGHTH, velocity=42)
q.hit(Q1, Duration.QUARTER, velocity=95)
q.hit(Q3, Duration.EIGHTH, velocity=55)
q.hit(Q2, _trip, velocity=55)
q.hit(Q3, _trip, velocity=55)
q.hit(Q4, _trip, velocity=55)
q.hit(QS, Duration.EIGHTH, velocity=100)
q.hit(Q1, Duration.EIGHTH, velocity=55)
bass_hit()
b.hit(B1, Duration.EIGHTH, velocity=90)
b.hit(B5, Duration.EIGHTH, velocity=95)
bass_hit()
b.hit(B5, Duration.EIGHTH, velocity=90)
b.hit(B1, Duration.EIGHTH, velocity=95)
for _ in range(2):
p.diddle(S, Duration.EIGHTH, velocity=45)
p.hit(R, _trip, velocity=120)
p.hit(S, _trip, velocity=30)
p.hit(S, _trip, velocity=32)
p.diddle(S, Duration.EIGHTH, velocity=48)
p.hit(R, _trip, velocity=118)
p.hit(S, _trip, velocity=28)
p.hit(S, _trip, velocity=30)
p.flam(S, Duration.EIGHTH, velocity=122)
p.hit(S, Duration.EIGHTH, velocity=35)
quad_sweep_down()
quad_sweep_up()
quad_sweep_down()
quad_sweep_up()
bass_down()
bass_up()
bass_down()
bass_up()
# ── Section 4: Cheese + 32nds (4 bars) ──
for _ in range(2):
p.cheese(S, Duration.QUARTER, velocity=120)
p.hit(S, 0.0625, velocity=30)
p.hit(S, 0.0625, velocity=32)
p.hit(S, 0.0625, velocity=35)
p.hit(S, 0.0625, velocity=30)
p.cheese(S, Duration.QUARTER, velocity=118)
p.diddle(S, Duration.EIGHTH, velocity=48)
p.hit(R, Duration.EIGHTH, velocity=125)
q.hit(QS, Duration.QUARTER, velocity=105)
q.hit(Q1, Duration.SIXTEENTH, velocity=55)
q.hit(Q2, Duration.SIXTEENTH, velocity=55)
q.hit(Q3, Duration.SIXTEENTH, velocity=55)
q.hit(Q4, Duration.SIXTEENTH, velocity=55)
q.hit(QS, Duration.QUARTER, velocity=105)
q.hit(Q4, Duration.EIGHTH, velocity=55)
q.hit(Q1, Duration.EIGHTH, velocity=90)
bass_hit()
b.hit(B1, Duration.EIGHTH, velocity=90)
b.hit(B3, Duration.EIGHTH, velocity=85)
b.hit(B5, Duration.EIGHTH, velocity=95)
b.hit(B3, Duration.EIGHTH, velocity=85)
bass_hit()
b.rest(Duration.QUARTER)
# All cheese
p.cheese(S, Duration.QUARTER, velocity=122)
p.cheese(S, Duration.QUARTER, velocity=120)
p.cheese(S, Duration.QUARTER, velocity=125)
p.cheese(S, Duration.QUARTER, velocity=122)
q.hit(QS, Duration.QUARTER, velocity=105)
q.hit(QS, Duration.QUARTER, velocity=105)
q.hit(QS, Duration.QUARTER, velocity=108)
q.hit(QS, Duration.QUARTER, velocity=105)
b.hit(B5, Duration.QUARTER, velocity=100)
b.hit(B3, Duration.QUARTER, velocity=100)
b.hit(B1, Duration.QUARTER, velocity=100)
b.hit(B3, Duration.QUARTER, velocity=100)
p.flam(S, Duration.EIGHTH, velocity=120)
p.diddle(S, Duration.EIGHTH, velocity=50)
p.flam(S, Duration.EIGHTH, velocity=122)
p.diddle(S, Duration.EIGHTH, velocity=52)
p.flam(S, Duration.EIGHTH, velocity=125)
p.diddle(S, Duration.EIGHTH, velocity=55)
p.hit(R, Duration.EIGHTH, velocity=127)
p.hit(S, Duration.EIGHTH, velocity=38)
quad_sweep_down()
quad_sweep_up()
quad_sweep_down()
quad_sweep_up()
bass_down()
bass_up()
bass_down()
bass_up()
# ── Section 5: 16ths + triplet 16ths + 32nds (4 bars) ──
_trip16 = 1.0 / 6
for _ in range(2):
for beat in range(4):
p.hit(R, _trip, velocity=118)
p.hit(S, _trip, velocity=35)
p.hit(S, _trip, velocity=32)
quad_sweep_down()
quad_sweep_up()
quad_sweep_down()
quad_sweep_up()
bass_hit()
b.hit(B5, Duration.QUARTER, velocity=95)
bass_hit()
b.hit(B1, Duration.QUARTER, velocity=95)
# 32nd run crescendo
for i in range(32):
p.hit(S, 0.0625, velocity=min(22 + i * 3, 92))
p.hit(R, Duration.EIGHTH, velocity=125)
p.hit(R, Duration.EIGHTH, velocity=127)
for _ in range(4):
q.hit(Q1, 0.0625, velocity=55)
q.hit(Q2, 0.0625, velocity=55)
q.hit(Q3, 0.0625, velocity=55)
q.hit(Q4, 0.0625, velocity=55)
q.hit(QS, Duration.QUARTER, velocity=108)
bass_down()
bass_up()
bass_down()
b.hit(B5, Duration.QUARTER, velocity=100)
b.hit(B1, Duration.QUARTER, velocity=100)
# Triplet 16ths — all sections
for _ in range(2):
for beat in range(4):
p.hit(R, _trip16, velocity=115)
p.hit(S, _trip16, velocity=30)
p.hit(S, _trip16, velocity=32)
p.hit(R, _trip16, velocity=112)
p.hit(S, _trip16, velocity=28)
p.hit(S, _trip16, velocity=30)
for beat in range(4):
q.hit(Q1, _trip16, velocity=90)
q.hit(Q2, _trip16, velocity=55)
q.hit(Q3, _trip16, velocity=55)
q.hit(Q4, _trip16, velocity=55)
q.hit(Q3, _trip16, velocity=55)
q.hit(Q2, _trip16, velocity=55)
bass_down()
bass_up()
bass_down()
bass_up()
# ── Section 6: Buzz roll climax (2 bars) ──
for i in range(64):
p.hit(S, 0.0625, velocity=min(20 + i * 1.5, 100))
p.hit(R, Duration.EIGHTH, velocity=127)
p.hit(R, Duration.EIGHTH, velocity=127)
for i in range(32):
q.hit([Q1, Q2, Q3, Q4][i % 4], 0.0625, velocity=min(40 + i * 2, 95))
q.hit(QS, Duration.QUARTER, velocity=110)
for i in range(16):
b.hit([B1, B2, B3, B4, B5, B4, B3, B2,
B1, B2, B3, B4, B5, B4, B3, B2][i], Duration.SIXTEENTH, velocity=90)
b.hit(B3, Duration.HALF, velocity=100)
b.hit(B3, Duration.HALF, velocity=100)
# ── Ending: big unison hits ──
p.hit(R, Duration.EIGHTH, velocity=127)
q.hit(QS, Duration.EIGHTH, velocity=110)
b.hit(B3, Duration.EIGHTH, velocity=100)
p.rest(Duration.QUARTER + Duration.EIGHTH)
q.rest(Duration.QUARTER + Duration.EIGHTH)
b.rest(Duration.QUARTER + Duration.EIGHTH)
p.hit(R, Duration.EIGHTH, velocity=127)
q.hit(QS, Duration.EIGHTH, velocity=110)
b.hit(B3, Duration.EIGHTH, velocity=100)
p.rest(Duration.QUARTER + Duration.EIGHTH)
q.rest(Duration.QUARTER + Duration.EIGHTH)
b.rest(Duration.QUARTER + Duration.EIGHTH)
# Flam into final CRACK — all sections
p.flam(S, Duration.EIGHTH, velocity=127)
q.hit(QS, Duration.EIGHTH, velocity=110)
b.hit(B3, Duration.EIGHTH, velocity=100)
p.rest(Duration.QUARTER + Duration.EIGHTH)
q.rest(Duration.QUARTER + Duration.EIGHTH)
b.rest(Duration.QUARTER + Duration.EIGHTH)
p.hit(R, Duration.QUARTER, velocity=127)
q.hit(QS, Duration.QUARTER, velocity=110)
b.hit(B3, Duration.QUARTER, velocity=100)
p.rest(Duration.HALF)
q.rest(Duration.HALF)
b.rest(Duration.HALF)
play_song(score, "Snare Cadence — full drumline (8 snares, 4 quads, 5 basses)")
SONGS = {
"1": ("Bossa Nova in A minor", bossa_nova_girl),
"2": ("Bebop in Bb major", bebop_in_bb),
@@ -2355,6 +2835,8 @@ SONGS = {
"28": ("Descent (Generative — different every time)", descent),
"29": ("Pop Rock (I-V-vi-IV)", pop_rock),
"30": ("Sitar Drone (Bhairav, hold() polyphony)", sitar_drone),
"31": ("Acid Tabla (303 + tabla, ramp, articulations)", acid_tabla),
"32": ("Snare Cadence (marching snare, flams, diddles)", snare_cadence),
}
if __name__ == "__main__":
@@ -2368,7 +2850,7 @@ if __name__ == "__main__":
print(f" {key:>2}. {name}")
print()
choice = input(" Pick a song (1-30, or 'all'): ").strip()
choice = input(" Pick a song (1-32, or 'all'): ").strip()
print()
if choice == "all":
+69
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@@ -0,0 +1,69 @@
"""Sprunki Simon Phase 1 — melody reference.
Notes transcribed from MIDI. Use as a base for arrangements.
Usage:
python examples/sprunki.py
"""
import sounddevice as sd
from pytheory import Score, Duration
from pytheory.play import render_score, SAMPLE_RATE
def sprunki_simon():
score = Score("4/4", bpm=200)
lead = score.part("lead", synth="square", envelope="pluck", volume=0.5,
lowpass=4500, detune=3, reverb=0.1)
# Phrase A
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("B4", 1.0)
lead.add("A4", 1.0)
lead.add("G4", 1.0)
lead.add("D4", 1.0)
# Phrase B
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("D4", 2.0)
lead.add("B3", 1.0)
lead.add("A3", 0.5)
lead.add("D4", 0.5)
# Phrase C
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("B4", 1.0)
lead.add("A4", 1.0)
lead.add("G4", 1.0)
lead.add("B4", 1.0)
# Phrase D
lead.add("A4", 2.0)
lead.add("G4", 1.0)
lead.add("E4", 1.0)
lead.add("B3", 2.0)
lead.add("D4", 2.0)
return score
if __name__ == "__main__":
score = sprunki_simon()
print(" Sprunki Simon Phase 1")
try:
buf = render_score(score)
sd.play(buf, SAMPLE_RATE)
sd.wait()
except KeyboardInterrupt:
sd.stop()
+1 -2
View File
@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.37.0"
version = "0.39.2"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
@@ -21,7 +21,6 @@ classifiers = [
"Programming Language :: Python :: 3.13",
]
dependencies = [
"numeral",
"sounddevice",
"scipy",
]
+2 -2
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.37.0"
__version__ = "0.39.2"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
@@ -23,7 +23,7 @@ __all__ = [
"PROGRESSIONS", "Chord", "Fretboard", "Fingering", "analyze_progression",
"System", "SYSTEMS", "TET", "CHARTS", "charts_for_fretboard",
"play", "save", "save_midi", "play_progression", "play_pattern",
"play_score", "Synth", "Envelope",
"play_score", "render_score", "Synth", "Envelope",
"Duration", "TimeSignature", "RhythmNote", "Rest", "Score", "Part",
"DrumSound", "Pattern", "Section", "INSTRUMENTS",
]
+37
View File
@@ -2,6 +2,43 @@ import math
REFERENCE_A = 440
# ── Roman numeral helpers (replaces `numeral` package) ───────────────────
_ROMAN_MAP = [
(1000, "M"), (900, "CM"), (500, "D"), (400, "CD"),
(100, "C"), (90, "XC"), (50, "L"), (40, "XL"),
(10, "X"), (9, "IX"), (5, "V"), (4, "IV"), (1, "I"),
]
_ROMAN_VALUES = {
"I": 1, "V": 5, "X": 10, "L": 50, "C": 100, "D": 500, "M": 1000,
}
def int2roman(n: int) -> str:
"""Convert an integer to an uppercase Roman numeral string."""
result = []
for value, numeral in _ROMAN_MAP:
while n >= value:
result.append(numeral)
n -= value
return "".join(result)
def roman2int(s: str) -> int:
"""Convert a Roman numeral string (case-insensitive) to an integer."""
s = s.upper()
total = 0
prev = 0
for ch in reversed(s):
val = _ROMAN_VALUES.get(ch, 0)
if val < prev:
total -= val
else:
total += val
prev = val
return total
# Index of C in the Western tone list (A=0, A#=1, B=2, C=3, ...).
# Scientific pitch notation changes octave at C, not A, so this offset
# is needed for all octave arithmetic.
+2 -2
View File
@@ -849,7 +849,7 @@ class Chord:
>>> Chord([D4, F4, A4]).analyze("C")
'ii'
"""
import numeral as numeral_mod
from ._statics import int2roman
from .scales import TonedScale
from .systems import SYSTEMS
from .tones import Tone
@@ -874,7 +874,7 @@ class Chord:
scale_names = [t.name for t in scale.tones[:-1]]
def _build_numeral(root, quality, degree_idx, prefix=""):
numeral_str = numeral_mod.int2roman(degree_idx + 1, only_ascii=True)
numeral_str = int2roman(degree_idx + 1)
suffix = ""
if "minor" in quality:
numeral_str = numeral_str.lower()
+325 -33
View File
@@ -2796,6 +2796,151 @@ def _synth_metal_hat(n_samples):
return out
def _synth_march_snare(n_samples):
"""Marching snare — ultra-tight kevlar head, high and crisp.
Higher pitched than a kit snare. Very short decay — all attack,
no sustain. Tight snare wires give a brief sizzle.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Higher-pitched body — tight kevlar pops high
body = numpy.sin(2 * numpy.pi * 450 * t) * _exp_decay(n_samples, 60) * 0.4
body2 = numpy.sin(2 * numpy.pi * 700 * t) * _exp_decay(n_samples, 75) * 0.2
# Sharp stick pop
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.2
# Very tight snare sizzle — higher band, shorter
buzz_len = min(int(SAMPLE_RATE * 0.025), n_samples)
buzz_raw = _noise(buzz_len)
if buzz_len > 20:
bl, al = scipy.signal.butter(2, [3500, 8000], btype='band', fs=SAMPLE_RATE)
buzz = scipy.signal.lfilter(bl, al, numpy.pad(buzz_raw, (0, max(0, n_samples - buzz_len))))[:buzz_len]
else:
buzz = buzz_raw
buzz *= _exp_decay(buzz_len, 50) * 0.35
result = body + body2
result[:click_len] += click
result[:buzz_len] += buzz
return numpy.tanh(result * 2.8)
def _synth_march_rimshot(n_samples):
"""Marching rimshot — woody metallic crack.
The stick catches the rim — you get the full snare hit plus
a bright, woody-metallic crack from the aluminum rim. Short
ring that dies fast but gives it that cutting edge.
"""
wave = _synth_march_snare(n_samples)
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Rim crack — bright but short, woody-metallic character
rim = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 45) * 0.35
rim2 = numpy.sin(2 * numpy.pi * 2200 * t) * _exp_decay(n_samples, 55) * 0.2
# Hard transient pop
pop_len = min(int(SAMPLE_RATE * 0.002), n_samples)
pop = _noise(pop_len) * _exp_decay(pop_len, 350) * 1.5
# Extra body punch
punch = numpy.sin(2 * numpy.pi * 500 * t) * _exp_decay(n_samples, 65) * 0.3
result = wave * 1.4 + rim + rim2 + punch
result[:pop_len] += pop
return numpy.tanh(result * 2.0)
def _synth_march_click(n_samples):
"""Stick click — taped hickory sticks clocked together.
Bright wood-on-wood with a slightly dampened attack from the
electrical tape. Not as ringy as a clave — the tape absorbs
some of the high overtones — but still bright and snappy.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Wood resonance — brighter than before, but tape dampens ring
body = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 65) * 0.45
body2 = numpy.sin(2 * numpy.pi * 1800 * t) * _exp_decay(n_samples, 80) * 0.25
# Woody overtone — gives it that hickory character
body3 = numpy.sin(2 * numpy.pi * 2600 * t) * _exp_decay(n_samples, 95) * 0.12
# Bright but slightly muffled transient (tape on wood)
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click_raw = _noise(click_len)
if click_len > 10:
bl, al = scipy.signal.butter(2, [800, 7000], btype='band', fs=SAMPLE_RATE)
click = scipy.signal.lfilter(bl, al, numpy.pad(click_raw, (0, max(0, n_samples - click_len))))[:click_len]
else:
click = click_raw
click *= _exp_decay(click_len, 350) * 0.9
result = body + body2 + body3
result[:click_len] += click
return numpy.tanh(result * 2.8)
def _synth_quad(n_samples, pitch=300):
"""Marching tenor/quad drum — tuned mylar head, bright and ringy.
Quads have a distinctive metallic ting from the high-tension
mylar head and aluminum shell. More ring than a kit tom,
brighter attack, clear pitch.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Pitched body — more ring/sustain than snare
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 22) * 0.5
# Metallic overtones — the ting
ting = numpy.sin(2 * numpy.pi * pitch * 2.3 * t) * _exp_decay(n_samples, 35) * 0.25
ting2 = numpy.sin(2 * numpy.pi * pitch * 3.1 * t) * _exp_decay(n_samples, 45) * 0.12
# Shell ring
shell = numpy.sin(2 * numpy.pi * pitch * 4.7 * t) * _exp_decay(n_samples, 55) * 0.06
# Sharp stick attack
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 0.8
result = body + ting + ting2 + shell
result[:click_len] += click
return numpy.tanh(result * 2.5)
def _synth_quad_spock(n_samples):
"""Quad spock — rim shot on the tenor shell. Bright, ringy, cutting."""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
ring = numpy.sin(2 * numpy.pi * 1400 * t) * _exp_decay(n_samples, 40) * 0.5
ring2 = numpy.sin(2 * numpy.pi * 2100 * t) * _exp_decay(n_samples, 55) * 0.25
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.0
result = ring + ring2
result[:click_len] += click
return numpy.tanh(result * 2.8)
def _synth_march_bass(n_samples, pitch=60):
"""Marching bass drum — deep, boomy, pitched, felt beater thwack.
The beater hitting the head is a big part of the sound — a round,
pillowy thwack followed by the deep pitched boom. More beater
sound than a kit bass drum because marching bass drums project
outward.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Deep pitched body — sustains and rings
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 10) * 0.7
body2 = numpy.sin(2 * numpy.pi * pitch * 2 * t) * _exp_decay(n_samples, 16) * 0.2
# Sub thump
sub = numpy.sin(2 * numpy.pi * pitch * 0.5 * t) * _exp_decay(n_samples, 8) * 0.3
# BIG beater thwack — dominant part of the attack
thwack_len = min(int(SAMPLE_RATE * 0.025), n_samples)
thwack_raw = _noise(thwack_len)
if thwack_len > 10:
bl, al = scipy.signal.butter(2, [150, 2500], btype='band', fs=SAMPLE_RATE)
thwack = scipy.signal.lfilter(bl, al, numpy.pad(thwack_raw, (0, max(0, n_samples - thwack_len))))[:thwack_len]
else:
thwack = thwack_raw
thwack *= _exp_decay(thwack_len, 55) * 1.5
# Head slap — the mylar flexing on impact
slap_len = min(int(SAMPLE_RATE * 0.008), n_samples)
slap = numpy.sin(2 * numpy.pi * pitch * 3 * numpy.arange(slap_len, dtype=numpy.float32) / SAMPLE_RATE)
slap *= _exp_decay(slap_len, 90) * 0.4
result = body + body2 + sub
result[:thwack_len] += thwack
result[:slap_len] += slap
return numpy.tanh(result * 2.0)
def _synth_tabla_ge_bend(n_samples):
"""Tabla Ge with upward pitch bend — palm pressing into bayan head.
@@ -3012,6 +3157,22 @@ def _render_drum_hit(sound_value, n_samples):
DrumSound.METAL_KICK.value: lambda n: _synth_metal_kick(n),
DrumSound.METAL_SNARE.value: lambda n: _synth_metal_snare(n),
DrumSound.METAL_HAT.value: lambda n: _synth_metal_hat(n),
# Marching
DrumSound.MARCH_SNARE.value: lambda n: _synth_march_snare(n),
DrumSound.MARCH_RIMSHOT.value: lambda n: _synth_march_rimshot(n),
DrumSound.MARCH_CLICK.value: lambda n: _synth_march_click(n),
# Quads (tenor drums) — pitched high to low
DrumSound.QUAD_1.value: lambda n: _synth_quad(n, pitch=400),
DrumSound.QUAD_2.value: lambda n: _synth_quad(n, pitch=330),
DrumSound.QUAD_3.value: lambda n: _synth_quad(n, pitch=270),
DrumSound.QUAD_4.value: lambda n: _synth_quad(n, pitch=220),
DrumSound.QUAD_SPOCK.value: lambda n: _synth_quad_spock(n),
# Marching bass drums — pitched high to low
DrumSound.BASS_1.value: lambda n: _synth_march_bass(n, pitch=90),
DrumSound.BASS_2.value: lambda n: _synth_march_bass(n, pitch=75),
DrumSound.BASS_3.value: lambda n: _synth_march_bass(n, pitch=62),
DrumSound.BASS_4.value: lambda n: _synth_march_bass(n, pitch=52),
DrumSound.BASS_5.value: lambda n: _synth_march_bass(n, pitch=42),
}
renderer = _dispatch.get(sound_value, lambda n: _synth_clave(n))
@@ -4145,10 +4306,48 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
start += _rnd.randint(-max_offset, max_offset)
start = max(0, start)
dur_ms = note.beats * 60_000 / bpm
# Articulation: adjust duration and velocity
art = getattr(note, 'articulation', '')
art_vel_mult = 1.0
art_attack_mult = 1.0 # multiplier for envelope attack
if art == 'staccato':
dur_ms *= 0.4 # short and bouncy
elif art == 'legato':
dur_ms *= 1.15 # slight overlap into next note
elif art == 'marcato':
art_vel_mult = 1.25 # heavier
art_attack_mult = 0.3 # sharper attack
elif art == 'tenuto':
art_attack_mult = 1.8 # softer attack, full duration
elif art == 'accent':
art_vel_mult = 1.2
elif art == 'fermata':
dur_ms *= 1.5 # held longer
n_samples = int(SAMPLE_RATE * dur_ms / 1000)
if start + n_samples > total_samples:
n_samples = total_samples - start
if n_samples > 0 and start >= 0:
# Drum hit via Part.hit() — use drum synth directly
from .rhythm import _DrumTone
if isinstance(note.tone, _DrumTone):
drum_wave = _render_drum_hit(note.tone.sound.value, n_samples)
mixed = drum_wave.astype(numpy.float32)
# Staccato fade-out for drums
if art == 'staccato':
fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
if fade_len > 0:
mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
vel = getattr(note, 'velocity', 100)
vel = min(127, int(vel * art_vel_mult))
if humanize > 0.0:
vel_jitter = int(humanize * 15)
vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
vel_scale = vel / 127.0
end = min(start + len(mixed), total_samples)
buf[start:end] += mixed[:end - start] * volume * vel_scale
if not getattr(note, '_hold', False):
beat_pos += note.beats
continue
# Get pitches
if hasattr(note.tone, 'tones'):
pitches = [t.pitch(temperament=temperament, reference_pitch=reference_pitch) for t in note.tone.tones]
@@ -4249,11 +4448,18 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
if noise_mix > 0:
noise = numpy.random.uniform(-1, 1, n_samples).astype(numpy.float32)
mixed = mixed * (1.0 - noise_mix * 0.5) + noise * noise_mix * 0.5
# Amplitude envelope
if a > 0 or d > 0 or s < 1.0 or r > 0:
mixed = _apply_envelope(mixed, a, d, s, r)
# Per-note velocity
# Amplitude envelope (articulation may adjust attack)
art_a = a * art_attack_mult
if art_a > 0 or d > 0 or s < 1.0 or r > 0:
mixed = _apply_envelope(mixed, art_a, d, s, r)
# Staccato: apply a quick fade-out at the end
if art == 'staccato':
fade_len = min(int(SAMPLE_RATE * 0.01), len(mixed))
if fade_len > 0:
mixed[-fade_len:] *= numpy.linspace(1.0, 0.0, fade_len).astype(numpy.float32)
# Per-note velocity (articulation may boost)
vel = getattr(note, 'velocity', 100)
vel = min(127, int(vel * art_vel_mult))
if humanize > 0.0:
vel_jitter = int(humanize * 15)
vel = max(1, min(127, vel + _rnd.randint(-vel_jitter, vel_jitter)))
@@ -4451,35 +4657,71 @@ def render_score(score):
synth_kwargs["mod_index"] = part.fm_index
_temperament = getattr(score, 'temperament', 'equal')
_ref_pitch = getattr(score, 'reference_pitch', 440.0)
if part.legato:
_render_legato_to_buf(
part.notes, part_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
glide_time=part.glide, swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
temperament=_temperament, reference_pitch=_ref_pitch)
else:
_render_notes_to_buf(
part.notes, part_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
humanize=part.humanize,
detune=part.detune,
spread=part.spread,
stereo_buf=stereo_buf,
sub_osc=part.sub_osc,
noise_mix=part.noise_mix,
filter_attack=part.filter_attack,
filter_decay=part.filter_decay,
filter_sustain=part.filter_sustain,
filter_amount=part.filter_amount,
vel_to_filter=part.vel_to_filter,
filter_q=part.lowpass_q,
synth_kwargs=synth_kwargs,
temperament=_temperament,
reference_pitch=_ref_pitch,
analog=part.analog)
n_ensemble = max(1, getattr(part, 'ensemble', 1))
for _ens_i in range(n_ensemble):
# Each ensemble voice gets its own buffer
ens_buf = part_buf if n_ensemble == 1 else numpy.zeros(total_samples, dtype=numpy.float32)
# Ensemble voices get micro-variations
ens_humanize = part.humanize
ens_analog = part.analog
if n_ensemble > 1:
import random as _ens_rnd
_ens_rnd.seed(42 + _ens_i * 7)
# Hybrid approach:
# 1. Consistent player tendency (rush/drag) — seeded per player
_player_tendency = _ens_rnd.gauss(0, 0.018)
# 2. Tiny per-note wobble on top
ens_humanize = max(part.humanize, 0.012)
# Each player's drum tuned slightly different
ens_analog = max(part.analog, 0.06 + _ens_rnd.uniform(0, 0.08))
if part.legato:
_render_legato_to_buf(
part.notes, ens_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
glide_time=part.glide, swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
temperament=_temperament, reference_pitch=_ref_pitch)
else:
_render_notes_to_buf(
part.notes, ens_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
humanize=ens_humanize,
detune=part.detune,
spread=part.spread,
stereo_buf=stereo_buf,
sub_osc=part.sub_osc,
noise_mix=part.noise_mix,
filter_attack=part.filter_attack,
filter_decay=part.filter_decay,
filter_sustain=part.filter_sustain,
filter_amount=part.filter_amount,
vel_to_filter=part.vel_to_filter,
filter_q=part.lowpass_q,
synth_kwargs=synth_kwargs,
temperament=_temperament,
reference_pitch=_ref_pitch,
analog=ens_analog)
if n_ensemble > 1:
# Shift the whole voice by the player's consistent tendency
# (some players rush, some drag — this is fixed per player)
shift_samples = int(_player_tendency * samples_per_beat)
if shift_samples > 0 and shift_samples < total_samples:
# Player drags — shift right
shifted = numpy.zeros_like(ens_buf)
shifted[shift_samples:] = ens_buf[:-shift_samples]
ens_buf = shifted
elif shift_samples < 0 and abs(shift_samples) < total_samples:
# Player rushes — shift left
shifted = numpy.zeros_like(ens_buf)
shifted[:shift_samples] = ens_buf[-shift_samples:]
ens_buf = shifted
part_buf += ens_buf / n_ensemble
# Apply effects — segmented if automation exists
auto_points = part._get_automation_points()
@@ -4612,6 +4854,22 @@ def render_score(score):
DrumSound.METAL_KICK.value: 0.0,
DrumSound.METAL_SNARE.value: 0.0,
DrumSound.METAL_HAT.value: 0.3,
# Marching — centered
DrumSound.MARCH_SNARE.value: 0.0,
DrumSound.MARCH_RIMSHOT.value: 0.0,
DrumSound.MARCH_CLICK.value: 0.0,
# Quads — spread across the field
DrumSound.QUAD_1.value: -0.3,
DrumSound.QUAD_2.value: -0.1,
DrumSound.QUAD_3.value: 0.1,
DrumSound.QUAD_4.value: 0.3,
DrumSound.QUAD_SPOCK.value: 0.0,
# Bass drums — spread wide
DrumSound.BASS_1.value: -0.5,
DrumSound.BASS_2.value: -0.25,
DrumSound.BASS_3.value: 0.0,
DrumSound.BASS_4.value: 0.25,
DrumSound.BASS_5.value: 0.5,
}
# Render all drum Parts (may be one "drums" or split into kick/snare/hats/etc.)
@@ -4627,6 +4885,7 @@ def render_score(score):
# Track last hit position per sound for choke (new hit dampens
# the previous ring on the same drum)
_last_hit_start = {}
_resonance = {} # sound_id → resonance level (0.01.0)
for hit in drum_part._drum_hits:
pos = hit.position
@@ -4696,6 +4955,39 @@ def render_score(score):
vel_jitter = int(drum_humanize * 10)
vel = max(1, min(127, vel + _drum_rnd.randint(-vel_jitter, vel_jitter)))
vel_scale = vel / 127.0
# Sympathetic resonance: marching snare builds up buzz
# as hits accumulate. Each hit adds to a resonance counter
# that scales extra snare wire buzz into the sound.
_RESONANCE_SOUNDS = {
DrumSound.MARCH_SNARE.value, DrumSound.MARCH_RIMSHOT.value,
}
if sound_id in _RESONANCE_SOUNDS:
reso = _resonance.get(sound_id, 0.0)
# Decay based on gap since last hit
if sound_id in _last_hit_start:
gap_samples = start - _last_hit_start[sound_id]
gap_sec = gap_samples / SAMPLE_RATE
if gap_sec > 1.0:
reso *= 0.2
elif gap_sec > 0.5:
reso *= 0.5
elif gap_sec > 0.25:
reso *= 0.8
# Build up (caps at 0.6)
reso = min(0.6, reso + 0.08)
_resonance[sound_id] = reso
# Add sympathetic buzz proportional to resonance
if reso > 0.1:
buzz_len = min(int(SAMPLE_RATE * 0.06), hit_len)
buzz = _noise(buzz_len) * reso * 0.18
if buzz_len > 20:
bl, al = scipy.signal.butter(
2, [3000, 9000], btype='band', fs=SAMPLE_RATE)
buzz = scipy.signal.lfilter(bl, al, buzz)
buzz *= _exp_decay(buzz_len, 25)
wave[:buzz_len] = wave[:buzz_len] + buzz.astype(numpy.float32)
mono_hit = wave * vel_scale * 0.7
# Sidechain trigger — kick only
if hit.sound.value == DrumSound.KICK.value:
+579 -5
View File
@@ -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
@@ -563,6 +564,33 @@ class DrumSound(Enum):
METAL_KICK = 105 # clicky, punchy, tight
METAL_SNARE = 106 # crack, bright, cutting
METAL_HAT = 107 # tight, short, precise
# Marching percussion
MARCH_SNARE = 115 # tight, high-tension kevlar head, snare buzz
MARCH_RIMSHOT = 116 # stick hits rim + head simultaneously, cracking
MARCH_CLICK = 118 # stick click — sticks hit together, no drum
# Quads (tenor drums) — 4 drums high to low + spock (rim)
QUAD_1 = 119 # highest tenor drum
QUAD_2 = 120 # second tenor
QUAD_3 = 121 # third tenor
QUAD_4 = 122 # lowest tenor (floor tom-ish)
QUAD_SPOCK = 123 # rim click on quad shell
# Marching bass drums — 5 drums pitched high to low
BASS_1 = 124 # highest (smallest) bass drum
BASS_2 = 125 # second
BASS_3 = 126 # middle
BASS_4 = 127 # fourth
BASS_5 = 80 # lowest (biggest) bass drum
class _DrumTone:
"""Wrapper so a DrumSound can be placed in a Part's note list."""
__slots__ = ('sound',)
def __init__(self, sound: DrumSound):
self.sound = sound
def pitch(self, **kwargs):
return -self.sound.value
class _Hit:
@@ -1590,6 +1618,231 @@ Pattern._PRESETS["tabla solo"] = dict(
],
)
# ── Marching snare patterns ───────────────────────────────────────────────
MS = DrumSound.MARCH_SNARE
MR = DrumSound.MARCH_RIMSHOT
MC = DrumSound.MARCH_CLICK
Q1 = DrumSound.QUAD_1
Q2 = DrumSound.QUAD_2
Q3 = DrumSound.QUAD_3
Q4 = DrumSound.QUAD_4
QS = DrumSound.QUAD_SPOCK
B1 = DrumSound.BASS_1
B2 = DrumSound.BASS_2
B3 = DrumSound.BASS_3
B4 = DrumSound.BASS_4
B5 = DrumSound.BASS_5
# Marching basic — standard 4/4 march with rimshot accents on 2 and 4
Pattern._PRESETS["march"] = dict(
name="march",
time_signature="4/4",
beats=4.0,
hits=[
_h(MS, 0.0, 80), _h(MS, 0.5, 55),
_h(MR, 1.0, 100), _h(MS, 1.5, 55),
_h(MS, 2.0, 80), _h(MS, 2.5, 55),
_h(MR, 3.0, 100), _h(MS, 3.5, 55),
],
)
# Cadence — 8-beat street beat pattern (the classic drumline cadence)
Pattern._PRESETS["cadence"] = dict(
name="cadence",
time_signature="4/4",
beats=8.0,
hits=[
# Bar 1: syncopated groove
_h(MR, 0.0, 105), _h(MS, 0.25, 60), _h(MS, 0.5, 65),
_h(MS, 0.75, 55), _h(MR, 1.0, 100),
_h(MS, 1.5, 60), _h(MS, 1.75, 58),
_h(MR, 2.0, 105), _h(MS, 2.5, 62),
_h(MS, 2.75, 55), _h(MR, 3.0, 100),
_h(MS, 3.25, 58), _h(MS, 3.5, 60), _h(MS, 3.75, 55),
# Bar 2: answer phrase with flams
_h(MR, 4.0, 110), _h(MS, 4.25, 62), _h(MS, 4.5, 65),
_h(MR, 5.0, 105), _h(MS, 5.25, 58),
_h(MS, 5.5, 60), _h(MS, 5.75, 55),
_h(MR, 6.0, 110), _h(MS, 6.25, 62),
_h(MS, 6.5, 65), _h(MS, 6.75, 62),
_h(MR, 7.0, 115), _h(MS, 7.25, 60),
_h(MR, 7.5, 110), _h(MR, 7.75, 115),
],
)
# Paradiddle — RLRR LRLL on marching snare
Pattern._PRESETS["march paradiddle"] = dict(
name="march paradiddle",
time_signature="4/4",
beats=4.0,
hits=[
# RLRR (R=rimshot accent, L=tap)
_h(MR, 0.0, 100), _h(MS, 0.25, 58), _h(MR, 0.5, 65), _h(MR, 0.75, 62),
# LRLL
_h(MS, 1.0, 58), _h(MR, 1.25, 100), _h(MS, 1.5, 58), _h(MS, 1.75, 55),
# RLRR
_h(MR, 2.0, 102), _h(MS, 2.25, 60), _h(MR, 2.5, 68), _h(MR, 2.75, 65),
# LRLL
_h(MS, 3.0, 60), _h(MR, 3.25, 102), _h(MS, 3.5, 60), _h(MS, 3.75, 58),
],
)
# March roll — buzz roll crescendo
Pattern._PRESETS["march roll"] = dict(
name="march roll",
time_signature="4/4",
beats=4.0,
hits=[
# Buzz roll as rapid 32nds, crescendo
*[_h(MS, i * 0.125, 40 + i * 3) for i in range(28)],
# Land on rimshot
_h(MR, 3.5, 115), _h(MR, 3.75, 120),
],
)
# Quad sweep — run across all 4 drums
Pattern._PRESETS["quad sweep"] = dict(
name="quad sweep",
time_signature="4/4",
beats=4.0,
hits=[
# Sweep down
_h(Q1, 0.0, 95), _h(Q2, 0.25, 90), _h(Q3, 0.5, 85), _h(Q4, 0.75, 80),
# Sweep up
_h(Q4, 1.0, 80), _h(Q3, 1.25, 85), _h(Q2, 1.5, 90), _h(Q1, 1.75, 95),
# Double sweep with spocks
_h(Q1, 2.0, 98), _h(Q2, 2.125, 92), _h(Q3, 2.25, 88), _h(Q4, 2.375, 82),
_h(Q4, 2.5, 82), _h(Q3, 2.625, 88), _h(Q2, 2.75, 92), _h(Q1, 2.875, 98),
# Spock accents
_h(QS, 3.0, 105), _h(Q1, 3.25, 90), _h(QS, 3.5, 105), _h(Q4, 3.75, 85),
],
)
# Quad groove — accented pattern with sweeps
Pattern._PRESETS["quad groove"] = dict(
name="quad groove",
time_signature="4/4",
beats=4.0,
hits=[
_h(Q1, 0.0, 100), _h(Q3, 0.25, 55), _h(Q1, 0.5, 60),
_h(Q2, 0.75, 55), _h(Q3, 1.0, 95), _h(Q1, 1.25, 55),
_h(Q4, 1.5, 58), _h(Q2, 1.75, 55),
_h(Q1, 2.0, 100), _h(Q2, 2.25, 55), _h(Q3, 2.5, 58),
_h(Q4, 2.75, 55), _h(QS, 3.0, 105), _h(Q3, 3.25, 55),
_h(Q2, 3.5, 58), _h(Q1, 3.75, 60),
],
)
# Bass split — classic bass drum splits across the line
Pattern._PRESETS["bass split"] = dict(
name="bass split",
time_signature="4/4",
beats=4.0,
hits=[
# Each bass drum takes a 16th, cascading down then up
_h(B1, 0.0, 95), _h(B2, 0.25, 90), _h(B3, 0.5, 85),
_h(B4, 0.75, 80), _h(B5, 1.0, 95),
_h(B5, 1.5, 90), _h(B4, 1.75, 85),
_h(B3, 2.0, 95), _h(B2, 2.25, 90), _h(B1, 2.5, 95),
_h(B1, 2.75, 85), _h(B3, 3.0, 100),
_h(B5, 3.25, 95), _h(B3, 3.5, 90), _h(B1, 3.75, 95),
],
)
# Bass unison — all bass drums hit together on accents
Pattern._PRESETS["bass unison"] = dict(
name="bass unison",
time_signature="4/4",
beats=4.0,
hits=[
# All 5 hit on beat 1
_h(B1, 0.0, 100), _h(B2, 0.0, 100), _h(B3, 0.0, 100),
_h(B4, 0.0, 100), _h(B5, 0.0, 100),
# Split on beat 2
_h(B1, 1.0, 90), _h(B3, 1.25, 85), _h(B5, 1.5, 90),
# All on beat 3
_h(B1, 2.0, 100), _h(B2, 2.0, 100), _h(B3, 2.0, 100),
_h(B4, 2.0, 100), _h(B5, 2.0, 100),
# Cascade into beat 4
_h(B5, 2.75, 80), _h(B4, 3.0, 85), _h(B3, 3.25, 90),
_h(B2, 3.5, 95), _h(B1, 3.75, 100),
],
)
# Full drumline — snare + quads + bass together
Pattern._PRESETS["drumline"] = dict(
name="drumline",
time_signature="4/4",
beats=4.0,
hits=[
# Snare backbone
_h(MR, 0.0, 115), _h(MS, 0.25, 35), _h(MS, 0.5, 38), _h(MS, 0.75, 32),
_h(MR, 1.0, 112), _h(MS, 1.25, 35), _h(MS, 1.5, 32), _h(MS, 1.75, 38),
_h(MR, 2.0, 115), _h(MS, 2.25, 38), _h(MS, 2.5, 32), _h(MS, 2.75, 35),
_h(MR, 3.0, 118), _h(MS, 3.25, 35), _h(MS, 3.5, 32), _h(MS, 3.75, 38),
# Quads on accents
_h(Q1, 0.0, 95), _h(Q3, 0.5, 55), _h(Q2, 1.0, 90),
_h(Q4, 1.5, 55), _h(Q1, 2.0, 95), _h(Q3, 2.5, 55),
_h(QS, 3.0, 100), _h(Q2, 3.5, 55),
# Bass on the big beats
_h(B3, 0.0, 100), _h(B5, 1.0, 95),
_h(B1, 2.0, 100), _h(B3, 3.0, 95),
],
)
# Chakradar — tihai of tihais (16 beats / 4 bars)
# A phrase (Dha Tit Tit Dha Ge Na) is played 3x with increasing intensity,
# and within each repetition the final 3 hits form a mini-tihai landing on sam.
_chakra_phrase_a = [
# Phrase 1 (4 beats): moderate
_h(TDHA, 0.0, 85), _h(TTIT, 0.25, 48), _h(TTIT, 0.5, 50),
_h(TDHA, 0.75, 80), _h(TGE, 1.0, 72),
_h(TNA, 1.5, 68), _h(TTIT, 1.75, 45),
# Mini-tihai: Na Dha, Na Dha, Na Dha
_h(TNA, 2.0, 72), _h(TDHA, 2.25, 82),
_h(TNA, 2.5, 75), _h(TDHA, 2.75, 85),
_h(TNA, 3.0, 78), _h(TDHA, 3.25, 90),
_h(TTIT, 3.5, 42), _h(TTIT, 3.75, 45),
]
_chakra_phrase_b = [
# Phrase 2 (4 beats): louder, busier
_h(TDHA, 4.0, 95), _h(TTIT, 4.125, 50), _h(TTIT, 4.25, 52),
_h(TKE, 4.375, 48), _h(TDHA, 4.5, 90), _h(TGE, 4.75, 78),
_h(TNA, 5.0, 75), _h(TTIT, 5.25, 48), _h(TTIT, 5.5, 50),
_h(TNA, 5.75, 72),
# Mini-tihai: Na Dha Ge, Na Dha Ge, Na Dha Ge
_h(TNA, 6.0, 80), _h(TDHA, 6.25, 92), _h(TGE, 6.5, 78),
_h(TNA, 6.75, 82), _h(TDHA, 7.0, 95), _h(TGE, 7.25, 82),
_h(TNA, 7.5, 85), _h(TDHA, 7.75, 100),
]
_chakra_phrase_c = [
# Phrase 3 (4 beats): peak intensity, fastest
_h(TDHA, 8.0, 105), _h(TTIT, 8.125, 55), _h(TTIT, 8.25, 58),
_h(TKE, 8.375, 52), _h(TNA, 8.5, 85), _h(TTIT, 8.625, 50),
_h(TDHA, 8.75, 100), _h(TGE, 9.0, 85),
_h(TNA, 9.25, 82), _h(TTIT, 9.5, 55), _h(TTIT, 9.625, 58),
_h(TKE, 9.75, 52), _h(TNA, 10.0, 88),
# Final tihai — 3x Dha Tit Na Dha landing on sam
_h(TDHA, 10.5, 105), _h(TTIT, 10.625, 58), _h(TNA, 10.75, 90),
_h(TDHA, 11.0, 108), _h(TTIT, 11.125, 60), _h(TNA, 11.25, 92),
_h(TDHA, 11.5, 112), _h(TTIT, 11.625, 62), _h(TNA, 11.75, 95),
]
_chakra_finale = [
# Bar 4: crescendo triplets into massive sam
*[_h(TTIT, 12.0 + i * (1/6), 50 + i * 5) for i in range(12)],
_h(TDHA, 14.0, 115), _h(TNA, 14.25, 85), _h(TDHA, 14.5, 118),
_h(TNA, 14.75, 88),
_h(TDHA, 15.0, 120), _h(TGE, 15.25, 95),
_h(TDHA, 15.5, 125), _h(DrumSound.TABLA_GE_BEND, 15.75, 110),
]
Pattern._PRESETS["chakradar"] = dict(
name="chakradar",
time_signature="4/4",
beats=16.0,
hits=_chakra_phrase_a + _chakra_phrase_b + _chakra_phrase_c + _chakra_finale,
)
# ── Doumbek patterns ──────────────────────────────────────────────────────
DKD = DrumSound.DOUMBEK_DUM
DKT = DrumSound.DOUMBEK_TEK
@@ -2568,6 +2821,7 @@ class Part:
cabinet: float = 0.0,
cabinet_brightness: float = 0.5,
analog: float = 0.0,
ensemble: int = 1,
fm_ratio: float = 2.0,
fm_index: float = 3.0):
self.name = name
@@ -2614,6 +2868,7 @@ class Part:
self.cabinet = cabinet
self.cabinet_brightness = cabinet_brightness
self.analog = analog
self.ensemble = ensemble
self.fm_ratio = fm_ratio
self.fm_index = fm_index
self._system = "western" # default, overridden by Score.part()
@@ -2624,7 +2879,8 @@ class Part:
self._automation: list[tuple[float, dict]] = [] # (beat, {param: value})
def add(self, tone_or_string, duration=Duration.QUARTER, *, velocity: int = 100,
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "") -> "Part":
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "",
articulation: str = "") -> "Part":
"""Add a note. Accepts Tone/Chord objects or note strings like ``"E5"``.
Duration can be a ``Duration`` enum or a raw float (beats).
@@ -2632,6 +2888,10 @@ class Part:
Bend specifies a pitch bend in semitones over the note duration
(e.g. ``bend=2`` bends up a whole step, ``bend=-1`` bends down
a half step). Used for guitar bends, sitar meends, slides.
Articulation changes how the note is played: ``"staccato"`` (short,
~40% duration), ``"legato"`` (overlaps next note), ``"marcato"``
(heavy accent), ``"tenuto"`` (full duration, soft attack),
``"accent"`` (velocity bump), ``"fermata"`` (held ~50% longer).
Returns self for chaining.
"""
@@ -2642,11 +2902,13 @@ class Part:
duration = _RawDuration(duration)
self.notes.append(Note(tone=tone_or_string, duration=duration,
velocity=velocity, bend=bend,
bend_type=bend_type, lyric=lyric))
bend_type=bend_type, lyric=lyric,
articulation=articulation))
return self
def hold(self, tone_or_string, duration=Duration.QUARTER, *, velocity: int = 100,
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "") -> "Part":
bend: float = 0.0, bend_type: str = "smooth", lyric: str = "",
articulation: str = "") -> "Part":
"""Add a note without advancing the beat position.
The note plays at the current position but the next note
@@ -2671,9 +2933,247 @@ class Part:
duration = _RawDuration(duration)
self.notes.append(Note(tone=tone_or_string, duration=duration,
velocity=velocity, bend=bend,
bend_type=bend_type, lyric=lyric, _hold=True))
bend_type=bend_type, lyric=lyric,
articulation=articulation, _hold=True))
return self
def hit(self, sound, duration=Duration.EIGHTH, *, velocity: int = 100,
articulation: str = "") -> "Part":
"""Add a drum hit to this part.
Places a drum sound into the note stream so it goes through the
normal renderer meaning articulations, humanize, and effects
all work on individual hits.
Args:
sound: A :class:`DrumSound` enum member (e.g. ``DrumSound.KICK``).
duration: How long the hit occupies in the timeline (default 8th note).
velocity: Hit loudness 1-127.
articulation: ``"accent"``, ``"staccato"``, ``"marcato"``, etc.
Example::
>>> drums = score.part("kit", synth="sine")
>>> drums.hit(DrumSound.KICK, Duration.QUARTER, articulation="accent")
>>> drums.hit(DrumSound.CLOSED_HAT, Duration.EIGHTH)
"""
if isinstance(duration, (int, float)):
duration = _RawDuration(duration)
self.notes.append(Note(tone=_DrumTone(sound), duration=duration,
velocity=velocity, articulation=articulation))
return self
def flam(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.015, grace_vel: float = 0.3,
articulation: str = "") -> "Part":
"""Add a flam — a grace note immediately before the main hit.
The grace note is nearly simultaneous with the main hit,
thickening the attack. Tighter gap = more like one fat hit,
wider gap = audible double.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration the flam occupies.
velocity: Main hit velocity.
gap: Beats between grace and main (default 0.008 4ms at 120).
grace_vel: Grace note velocity as fraction of main (default 0.3).
articulation: Optional articulation for the main hit.
Example::
>>> p.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, dur_val - gap, velocity=velocity, articulation=articulation)
return self
def diddle(self, sound, duration=Duration.EIGHTH, *,
velocity: int = 70) -> "Part":
"""Add a diddle — two equal strokes in the space of one note.
A double-stroke roll building block. Two hits split evenly
across the duration.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration (default 8th note). Each stroke
gets half.
velocity: Velocity for both strokes.
Example::
>>> p.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
half = dur_val / 2
self.hit(sound, half, velocity=velocity)
self.hit(sound, half, velocity=int(velocity * 0.9))
return self
def cheese(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.008, grace_vel: float = 0.3) -> "Part":
"""Add a cheese — a flam followed by a diddle.
Common marching rudiment: grace-MAIN-tap-tap.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration.
velocity: Main hit velocity.
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
# Flam takes first half, diddle takes second half
flam_dur = dur_val * 0.5
diddle_dur = dur_val * 0.5
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, flam_dur - gap, velocity=velocity)
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.5))
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.45))
return self
def crescendo(self, notes, duration=Duration.QUARTER, *,
start_vel: int = 40, end_vel: int = 110,
articulation: str = "") -> "Part":
"""Add notes with velocity ramping up (getting louder).
Args:
notes: List of note strings (e.g. ``["C4", "D4", "E4"]``).
duration: Duration for each note.
start_vel: Starting velocity (quiet).
end_vel: Ending velocity (loud).
articulation: Optional articulation for all notes.
Example::
>>> piano.crescendo(["C4","D4","E4","F4","G4"], Duration.QUARTER,
... start_vel=40, end_vel=110)
"""
return self.dynamics(notes, duration, velocities=(start_vel, end_vel),
articulation=articulation)
def decrescendo(self, notes, duration=Duration.QUARTER, *,
start_vel: int = 110, end_vel: int = 40,
articulation: str = "") -> "Part":
"""Add notes with velocity ramping down (getting quieter).
Args:
notes: List of note strings.
duration: Duration for each note.
start_vel: Starting velocity (loud).
end_vel: Ending velocity (quiet).
articulation: Optional articulation for all notes.
Example::
>>> piano.decrescendo(["G4","F4","E4","D4","C4"], Duration.QUARTER,
... start_vel=110, end_vel=40)
"""
return self.dynamics(notes, duration, velocities=(start_vel, end_vel),
articulation=articulation)
def dynamics(self, notes, duration=Duration.QUARTER, *,
velocities=None, articulation: str = "") -> "Part":
"""Add notes with a velocity curve.
Args:
notes: List of note strings or Tone/Chord objects.
duration: Duration for each note (or list of durations).
velocities: Velocity curve either a ``(start, end)`` tuple
for a linear ramp, or a list of ints (one per note).
articulation: Optional articulation for all notes (or list).
Example::
>>> # Linear ramp
>>> piano.dynamics(["C4","E4","G4","C5"], Duration.QUARTER,
... velocities=(50, 120))
>>> # Custom curve (swell and fade)
>>> piano.dynamics(["C4","D4","E4","F4","G4","F4","E4","D4"],
... Duration.EIGHTH,
... velocities=[50, 70, 90, 110, 110, 90, 70, 50])
"""
n = len(notes)
if n == 0:
return self
# Resolve velocities
if velocities is None:
vels = [100] * n
elif isinstance(velocities, (tuple, list)) and len(velocities) == 2 and isinstance(velocities[0], (int, float)):
# (start, end) tuple — linear ramp
start_v, end_v = velocities
if n == 1:
vels = [int(start_v)]
else:
vels = [int(start_v + (end_v - start_v) * i / (n - 1))
for i in range(n)]
else:
vels = list(velocities)
# Resolve durations
if isinstance(duration, (list, tuple)):
durs = list(duration)
else:
durs = [duration] * n
# Resolve articulations
if isinstance(articulation, (list, tuple)):
arts = list(articulation)
else:
arts = [articulation] * n
for note, vel, dur, art in zip(notes, vels, durs, arts):
vel = max(1, min(127, vel))
self.add(note, dur, velocity=vel, articulation=art)
return self
def swell(self, notes, duration=Duration.QUARTER, *,
low_vel: int = 40, peak_vel: int = 110,
articulation: str = "") -> "Part":
"""Add notes that swell up then fade back down (< > shape).
The velocity ramps up to the midpoint then back down,
creating the classic orchestral swell.
Args:
notes: List of note strings.
duration: Duration for each note.
low_vel: Velocity at start and end.
peak_vel: Velocity at the peak (midpoint).
articulation: Optional articulation.
Example::
>>> strings.swell(["C4","D4","E4","F4","G4","F4","E4","D4"],
... Duration.QUARTER, low_vel=40, peak_vel=110)
"""
n = len(notes)
if n <= 2:
return self.dynamics(notes, duration, velocities=[peak_vel] * n,
articulation=articulation)
mid = n // 2
vels = []
for i in range(n):
if i <= mid:
v = low_vel + (peak_vel - low_vel) * i / mid
else:
v = peak_vel - (peak_vel - low_vel) * (i - mid) / (n - 1 - mid)
vels.append(int(v))
return self.dynamics(notes, duration, velocities=vels,
articulation=articulation)
def set(self, **params) -> "Part":
"""Change effect parameters at the current beat position.
@@ -2757,6 +3257,79 @@ class Part:
points = sorted(set(beat for beat, _ in self._automation))
return points
def ramp(self, over: float = 4.0, resolution: float = 0.25,
curve: str = "linear", **params) -> "Part":
"""Smoothly ramp parameters from their current values to new targets.
Generates interpolated automation points like turning a knob
gradually instead of jumping to a new position. Works for any
parameter that ``.set()`` accepts.
Args:
over: Duration of the ramp in beats (default 4.0 = 1 bar).
Use ``Duration.WHOLE * 4`` for a 4-bar ramp, etc.
resolution: How often to insert points, in beats (default 0.25).
Lower = smoother but more points.
curve: Interpolation shape ``"linear"`` (default),
``"ease_in"`` (slow start, fast end),
``"ease_out"`` (fast start, slow end),
``"ease_in_out"`` (slow start and end).
**params: Target values for any parameter. The ramp starts
from the parameter's current value at this beat position.
Returns:
Self for chaining.
Example::
>>> lead = score.part("lead", synth="saw", lowpass=200)
>>> # Open the filter over 4 bars
>>> lead.ramp(over=Duration.WHOLE * 4, lowpass=8000)
>>> # Fade reverb in over 2 bars
>>> pad.ramp(over=Duration.WHOLE * 2, reverb=0.5)
>>> # Multiple params at once with easing
>>> lead.ramp(over=8.0, curve="ease_in", lowpass=6000, distortion=0.4)
"""
current_beat = sum(n.beats for n in self.notes)
# Map param names to internal names
param_map = {
"reverb": "reverb_mix", "delay": "delay_mix",
"distortion": "distortion_mix", "chorus": "chorus_mix",
"phaser": "phaser_mix",
}
# Get current values for each param
current_params = self._get_params_at(current_beat)
ramps = {}
for param, target in params.items():
internal = param_map.get(param, param)
start = current_params.get(internal, getattr(self, internal, 0.0))
ramps[internal] = (float(start), float(target))
# Generate interpolated points
beat = 0.0
while beat <= over:
t = beat / over if over > 0 else 1.0
t = max(0.0, min(1.0, t))
# Apply curve
if curve == "ease_in":
t = t * t
elif curve == "ease_out":
t = 1.0 - (1.0 - t) ** 2
elif curve == "ease_in_out":
t = 3 * t * t - 2 * t * t * t
point = {}
for internal, (start, end) in ramps.items():
point[internal] = start + (end - start) * t
self._automation.append((current_beat + beat, point))
beat += resolution
return self
def lfo(self, param: str, *, rate: float = 0.5, min: float = 0.0,
max: float = 1.0, bars: float = 4, shape: str = "sine",
resolution: float = 0.25) -> "Part":
@@ -3284,6 +3857,7 @@ class Score:
cabinet: float = None,
cabinet_brightness: float = None,
analog: float = None,
ensemble: int = None,
fm_ratio: float = None,
fm_index: float = None,
fretboard=None) -> Part:
@@ -3396,7 +3970,7 @@ class Score:
"tremolo_depth": tremolo_depth, "tremolo_rate": tremolo_rate,
"phaser": phaser, "phaser_rate": phaser_rate,
"cabinet": cabinet, "cabinet_brightness": cabinet_brightness,
"analog": analog,
"analog": analog, "ensemble": ensemble,
"fm_ratio": fm_ratio, "fm_index": fm_index,
}
for k, v in _locals.items():
+6 -6
View File
@@ -2,8 +2,6 @@ from __future__ import annotations
from typing import Optional, Union
import numeral
from .systems import SYSTEMS, System
from .tones import Tone
@@ -49,7 +47,8 @@ class Scale:
def __repr__(self) -> str:
r = []
for (i, tone) in enumerate(self.tones):
degree = numeral.int2roman(i + 1, only_ascii=True)
from ._statics import int2roman
degree = int2roman(i + 1)
r += [f"{degree}={tone.full_name}"]
r = " ".join(r)
@@ -200,7 +199,7 @@ class Scale:
>>> scale.progression("I", "IV", "V", "I")
[<Chord (C,E,G)>, <Chord (F,A,C)>, <Chord (G,B,D)>, <Chord (C,E,G)>]
"""
import numeral as numeral_mod
from ._statics import roman2int
chords = []
for num in numerals:
is_seventh = num.endswith("7")
@@ -213,7 +212,7 @@ class Scale:
elif clean.startswith("#") and len(clean) > 1:
clean = clean[1:]
flat_offset = 1 # one semitone up
degree = numeral_mod.roman2int(clean.upper()) - 1
degree = roman2int(clean.upper()) - 1
if is_seventh:
chord = self.seventh(degree)
else:
@@ -406,7 +405,8 @@ class Scale:
if isinstance(item, str):
degrees = []
for (i, tone) in enumerate(self.tones):
degrees.append(numeral.int2roman(i + 1, only_ascii=True))
from ._statics import int2roman
degrees.append(int2roman(i + 1))
if item in degrees:
item = degrees.index(item)
+197
View File
@@ -7164,3 +7164,200 @@ def test_all_synths_render_and_enum_match():
for s in Synth:
wave = s(440, n_samples=1000)
assert len(wave) == 1000
# ── Articulations ────────────────────────────────────────────────────────
def test_articulation_field_on_note():
from pytheory.rhythm import Note, Duration
n = Note(tone=None, duration=Duration.QUARTER, articulation="staccato")
assert n.articulation == "staccato"
def test_articulation_default_empty():
from pytheory.rhythm import Note, Duration
n = Note(tone=None, duration=Duration.QUARTER)
assert n.articulation == ""
def test_part_add_articulation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.add("C4", Duration.QUARTER, articulation="staccato")
p.add("D4", Duration.QUARTER, articulation="legato")
p.add("E4", Duration.QUARTER, articulation="marcato")
p.add("F4", Duration.QUARTER, articulation="tenuto")
p.add("G4", Duration.QUARTER, articulation="accent")
p.add("A4", Duration.QUARTER, articulation="fermata")
assert len(p.notes) == 6
assert p.notes[0].articulation == "staccato"
assert p.notes[5].articulation == "fermata"
@needs_portaudio
def test_articulations_render():
"""Articulations should produce audio without errors."""
from pytheory.play import render_score
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine", volume=0.3)
for art in ["", "staccato", "legato", "marcato", "tenuto", "accent", "fermata"]:
p.add("C4", Duration.QUARTER, articulation=art)
buf = render_score(score)
assert len(buf) > 0
# ── Dynamic curves ───────────────────────────────────────────────────────
def test_crescendo_adds_notes():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.crescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
start_vel=40, end_vel=100)
assert len(p.notes) == 4
assert p.notes[0].velocity == 40
assert p.notes[3].velocity == 100
def test_decrescendo_adds_notes():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.decrescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
start_vel=110, end_vel=40)
assert len(p.notes) == 4
assert p.notes[0].velocity == 110
assert p.notes[3].velocity == 40
def test_swell_velocity_shape():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.swell(["C4", "D4", "E4", "F4", "G4"], Duration.QUARTER,
low_vel=30, peak_vel=110)
assert len(p.notes) == 5
# First and last should be near low_vel
assert p.notes[0].velocity == 30
assert p.notes[4].velocity == 30
# Middle should be at or near peak
assert p.notes[2].velocity == 110
def test_dynamics_custom_velocities():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.dynamics(["C4", "D4", "E4"], Duration.QUARTER,
velocities=[50, 100, 75])
assert p.notes[0].velocity == 50
assert p.notes[1].velocity == 100
assert p.notes[2].velocity == 75
def test_dynamics_with_articulation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.crescendo(["C4", "D4"], Duration.QUARTER,
start_vel=40, end_vel=100, articulation="staccato")
assert p.notes[0].articulation == "staccato"
assert p.notes[1].articulation == "staccato"
# ── Part.hit() ───────────────────────────────────────────────────────────
def test_part_hit_adds_note():
from pytheory.rhythm import DrumSound, _DrumTone
score = pytheory.Score("4/4", bpm=120)
p = score.part("kit", synth="sine")
p.hit(DrumSound.KICK, Duration.QUARTER, velocity=100)
p.hit(DrumSound.SNARE, Duration.QUARTER, velocity=90, articulation="accent")
assert len(p.notes) == 2
assert isinstance(p.notes[0].tone, _DrumTone)
assert p.notes[0].tone.sound == DrumSound.KICK
assert p.notes[1].articulation == "accent"
@needs_portaudio
def test_part_hit_renders():
"""Part.hit() drum sounds should render through the note pipeline."""
from pytheory.rhythm import DrumSound
from pytheory.play import render_score
score = pytheory.Score("4/4", bpm=120)
p = score.part("kit", synth="sine", volume=0.5)
p.hit(DrumSound.KICK, Duration.QUARTER)
p.hit(DrumSound.SNARE, Duration.QUARTER)
p.hit(DrumSound.CLOSED_HAT, Duration.QUARTER)
p.hit(DrumSound.CRASH, Duration.QUARTER)
buf = render_score(score)
assert len(buf) > 0
# ── Part.ramp() ──────────────────────────────────────────────────────────
def test_ramp_generates_automation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="saw", lowpass=200)
p.ramp(over=4.0, lowpass=8000)
# Should have generated automation points
assert len(p._automation) > 0
# First point should be near 200, last near 8000
first_lp = p._automation[0][1].get("lowpass", 0)
last_lp = p._automation[-1][1].get("lowpass", 0)
assert first_lp < 1000 # near start
assert last_lp > 7000 # near target
def test_ramp_easing_curves():
score = pytheory.Score("4/4", bpm=120)
for curve in ["linear", "ease_in", "ease_out", "ease_in_out"]:
p = score.part(f"test_{curve}", synth="saw", lowpass=200)
p.ramp(over=4.0, curve=curve, lowpass=8000)
assert len(p._automation) > 0
def test_ramp_multiple_params():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="saw", lowpass=200)
p.ramp(over=4.0, lowpass=8000, reverb=0.5)
# Should have both params in automation points
last_point = p._automation[-1][1]
assert "lowpass" in last_point
assert "reverb_mix" in last_point # mapped from "reverb"
# ── Cross-choke ──────────────────────────────────────────────────────────
def test_djembe_patterns_exist():
from pytheory.rhythm import Pattern
for name in ["djembe", "kuku", "soli", "dununba", "tiriba",
"yankadi", "djansa", "mendiani"]:
p = Pattern.preset(name)
assert p.beats > 0
assert len(p.hits) > 0
def test_djembe_fills_exist():
from pytheory.rhythm import Pattern
for name in ["djembe call", "djembe roll", "djembe break"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
def test_cajon_fills_exist():
from pytheory.rhythm import Pattern
for name in ["cajon flam", "cajon rumble", "cajon breakdown"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
def test_metal_fills_exist():
from pytheory.rhythm import Pattern
for name in ["metal triplet", "metal blast", "metal cascade"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
# ── render_score in __all__ ──────────────────────────────────────────────
def test_render_score_exported():
assert "render_score" in pytheory.__all__
Generated
+1 -11
View File
@@ -486,14 +486,6 @@ wheels = [
{ url = "https://files.pythonhosted.org/packages/d3/ac/686789b9145413f1a61878c407210e41bfdb097976864e0913078b24098c/myst_parser-5.0.0-py3-none-any.whl", hash = "sha256:ab31e516024918296e169139072b81592336f2fef55b8986aa31c9f04b5f7211", size = 84533, upload-time = "2026-01-15T09:08:16.788Z" },
]
[[package]]
name = "numeral"
version = "0.1.0.17"
source = { registry = "https://pypi.org/simple" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/17/0d/ac6a186e169fcbdfea316f78fb5e34981bcf8d5c1d7cc8b6581f597e1e4c/numeral-0.1.0.17-py2.py3-none-any.whl", hash = "sha256:7dff0c1efb9b3655c9c1dc93b4666993741b15abcac0dc01dcb96b21cc20f6ae", size = 22066, upload-time = "2020-04-12T08:24:59.129Z" },
]
[[package]]
name = "numpy"
version = "2.2.6"
@@ -698,10 +690,9 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.37.0"
version = "0.39.2"
source = { editable = "." }
dependencies = [
{ name = "numeral" },
{ name = "scipy", version = "1.15.3", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version < '3.11'" },
{ name = "scipy", version = "1.17.1", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version >= '3.11'" },
{ name = "sounddevice" },
@@ -721,7 +712,6 @@ docs = [
[package.metadata]
requires-dist = [
{ name = "numeral" },
{ name = "scipy" },
{ name = "sounddevice" },
]