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+123
@@ -2,6 +2,129 @@
|
||||
|
||||
All notable changes to PyTheory are documented here.
|
||||
|
||||
## 0.40.5
|
||||
|
||||
- **Saxophone synth overhaul** — reed nonlinearity (asymmetric soft clipping),
|
||||
conical bore formant resonances, breath noise with attack envelope, separate
|
||||
reed buzz, key click transient, and sub-harmonic warmth. Vibrato dialed back
|
||||
to subtle, delayed onset.
|
||||
|
||||
## 0.40.4
|
||||
|
||||
- **Distortion overhaul** — multi-stage clipping (preamp → power amp →
|
||||
asymmetric rectifier) replaces single-stage tanh. Crunch, distorted,
|
||||
orange crunch, and metal guitar presets now sound properly driven.
|
||||
|
||||
## 0.40.3
|
||||
|
||||
- **Crotales synth** — tuned bronze discs with long ring and bright harmonics
|
||||
- **Tingsha synth** — paired Tibetan cymbals with beating from two detuned discs
|
||||
- **Rain stick** — cascading pebbles (steep and slow/shallow variants)
|
||||
- **Ocean drum** — steel beads rolling inside a frame drum, surf wash
|
||||
- **Cabasa** — metal bead chain on cylinder, bright metallic scrape
|
||||
- **Wind chimes** — multiple suspended metal tubes ringing at random offsets
|
||||
- **Finger cymbal** — single zill tap, bright metallic ping
|
||||
- `crotales`, `tingsha`, `singing_bowl`, `singing_bowl_ring` instrument presets
|
||||
- Audio demos in docs for all new sounds
|
||||
|
||||
## 0.40.2
|
||||
|
||||
- **Master compressor dialed back** — threshold raised from 0.5 to 0.7,
|
||||
makeup gain capped at 3x. Sparse arrangements no longer get
|
||||
over-amplified to clipping.
|
||||
|
||||
## 0.40.1
|
||||
|
||||
- **Singing bowl synth** — two variants: strike (mallet hit with chirp
|
||||
and long decay) and ring (rim-rubbed sustained tone with slow build).
|
||||
Inharmonic partials beat against near-degenerate mode pairs for
|
||||
authentic Himalayan bowl shimmer.
|
||||
- `singing_bowl` and `singing_bowl_ring` instrument presets
|
||||
- Audio demos in docs for both variants
|
||||
|
||||
## 0.40.0
|
||||
|
||||
- **Rhodes electric piano synth** — tine + tonebar + electromagnetic
|
||||
pickup model. `electric_piano` preset now uses dedicated `rhodes_synth`
|
||||
instead of FM
|
||||
- **73 audio demos in docs** — every synth, every drum pattern, every
|
||||
code example with `play_score()` now has an embedded audio player
|
||||
- Idiomatic demos: harp arpeggiates, guitars strum, cello bows, sitar
|
||||
drones, strings use ensemble
|
||||
- Trailing silence trimming on all audio exports
|
||||
- Raw waveform demos (no envelope) for classic waveforms
|
||||
|
||||
## 0.39.3
|
||||
|
||||
- **33 audio samples in documentation** — every `play_score()` example
|
||||
now has an embedded stereo audio player. Covers quickstart, sequencing,
|
||||
drums (all world percussion), playback, and cookbook.
|
||||
- **`docs/generate_audio.py`** — renders all doc examples to WAV
|
||||
- Numpy vectorization: cached time arrays, decay envelopes, drum hits;
|
||||
vectorized piano harmonic synthesis
|
||||
- Fixed acid legato example (removed pad envelope, added proper 303 recipe)
|
||||
|
||||
## 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
|
||||
|
||||
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+4
@@ -0,0 +1,4 @@
|
||||
<audio controls style="width: 100%; margin: 0.5em 0 1.5em 0;">
|
||||
<source src="{{ pathto('_static/audio/' + file, 1) }}" type="audio/wav">
|
||||
Your browser does not support the audio element.
|
||||
</audio>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -411,6 +411,10 @@ Acid House Track
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/acid_house.wav" type="audio/wav"></audio>
|
||||
|
||||
Dub Reggae with Delay Madness
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -443,6 +447,10 @@ Sparse notes into infinite echo:
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/dub_reggae.wav" type="audio/wav"></audio>
|
||||
|
||||
Jazz Ballad with Humanize
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -480,6 +488,10 @@ The difference between a robot and a musician:
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/jazz_ballad.wav" type="audio/wav"></audio>
|
||||
|
||||
Song with Sections
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -513,6 +525,10 @@ Define once, arrange freely:
|
||||
play_score(score)
|
||||
score.save_midi("my_song.mid")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/song_sections.wav" type="audio/wav"></audio>
|
||||
|
||||
Export Everything to MIDI
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
|
||||
+103
-2
@@ -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
|
||||
--------------
|
||||
|
||||
@@ -241,6 +249,13 @@ Playing Patterns
|
||||
play_pattern(Pattern.preset("salsa"), repeats=4, bpm=180)
|
||||
play_pattern(Pattern.preset("afrobeat"), repeats=8, bpm=110)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/rock_beat.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/bossa_nova_pattern.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/salsa_pattern.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 1.5em"><source src="../_static/audio/afrobeat_pattern.wav" type="audio/wav"></audio>
|
||||
|
||||
Fills
|
||||
-----
|
||||
|
||||
@@ -331,6 +346,10 @@ drum pattern and all named parts are mixed together by ``play_score()``:
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/salsa_layered.wav" type="audio/wav"></audio>
|
||||
|
||||
World Percussion
|
||||
----------------
|
||||
|
||||
@@ -374,6 +393,12 @@ bayan (deep bass bends showcase), tabla call (dayan/bayan call-and-response).
|
||||
score = Score("4/4", bpm=80)
|
||||
score.drums("teental", repeats=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/tabla_teental.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/tabla_keherwa.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 1.5em"><source src="../_static/audio/tabla_chakradar.wav" type="audio/wav"></audio>
|
||||
|
||||
Dhol
|
||||
~~~~
|
||||
|
||||
@@ -391,6 +416,10 @@ energetic, and physically impossible to sit still to.
|
||||
score = Score("4/4", bpm=160)
|
||||
score.drums("bhangra", repeats=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/dhol.wav" type="audio/wav"></audio>
|
||||
|
||||
Dholak
|
||||
~~~~~~
|
||||
|
||||
@@ -408,6 +437,10 @@ music) and dholak folk (a general folk groove).
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("qawwali", repeats=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/dholak.wav" type="audio/wav"></audio>
|
||||
|
||||
Mridangam
|
||||
~~~~~~~~~
|
||||
|
||||
@@ -426,6 +459,10 @@ and mridangam korvai (a rhythmic cadence pattern).
|
||||
score = Score("4/4", bpm=90)
|
||||
score.drums("adi talam", repeats=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/mridangam.wav" type="audio/wav"></audio>
|
||||
|
||||
Djembe
|
||||
~~~~~~
|
||||
|
||||
@@ -450,6 +487,10 @@ West African-style break).
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("djembe", repeats=8, fill="djembe call", fill_every=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/djembe.wav" type="audio/wav"></audio>
|
||||
|
||||
Metal Kit
|
||||
~~~~~~~~~
|
||||
|
||||
@@ -474,6 +515,10 @@ roll → kick roll → alternating → crash ending).
|
||||
score = Score("4/4", bpm=200)
|
||||
score.drums("metal blast", repeats=8, fill="metal cascade", fill_every=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/metal_blast.wav" type="audio/wav"></audio>
|
||||
|
||||
Cajón
|
||||
~~~~~
|
||||
|
||||
@@ -496,6 +541,62 @@ bass-slap groove).
|
||||
score = Score("4/4", bpm=100)
|
||||
score.drums("cajon", repeats=8, fill="cajon flam", fill_every=4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/cajon.wav" type="audio/wav"></audio>
|
||||
|
||||
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)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/march_snare.wav" type="audio/wav"></audio>
|
||||
|
||||
**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
|
||||
-----------
|
||||
|
||||
|
||||
@@ -66,6 +66,10 @@ the mix louder and punchier:
|
||||
chords.add(Chord.from_symbol(sym), Duration.WHOLE)
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/playback_basic.wav" type="audio/wav"></audio>
|
||||
|
||||
The render pipeline respects the Score's ``temperament`` and
|
||||
``reference_pitch`` settings, so Baroque or microtonal scores play back
|
||||
at the correct tuning:
|
||||
|
||||
+19
-33
@@ -143,48 +143,34 @@ chords, melody, bass, each with their own synth and effects:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from pytheory import Score, Pattern, Key, Duration, Chord
|
||||
from pytheory import Score, Key, Duration
|
||||
from pytheory.play import play_score
|
||||
|
||||
score = Score("4/4", bpm=140)
|
||||
score.drums("bossa nova", repeats=4)
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("rock", repeats=8, fill="rock", fill_every=4)
|
||||
|
||||
chords = score.part(
|
||||
"chords",
|
||||
synth="fm",
|
||||
envelope="pad",
|
||||
reverb=0.4,
|
||||
)
|
||||
lead = score.part(
|
||||
"lead",
|
||||
synth="saw",
|
||||
envelope="pluck",
|
||||
delay=0.3,
|
||||
lowpass=3000,
|
||||
humanize=0.2,
|
||||
)
|
||||
bass = score.part(
|
||||
"bass",
|
||||
synth="sine",
|
||||
lowpass=500,
|
||||
)
|
||||
piano = score.part("piano", instrument="piano", reverb=0.3)
|
||||
lead = score.part("lead", synth="saw", envelope="pluck",
|
||||
delay=0.2, reverb=0.2, lowpass=4000)
|
||||
bass = score.part("bass", synth="triangle", lowpass=900)
|
||||
|
||||
key = Key("A", "minor")
|
||||
for chord in key.progression("i", "iv", "V", "i"):
|
||||
chords.add(chord, Duration.WHOLE)
|
||||
chords.add(chord, Duration.WHOLE)
|
||||
for chord in Key("G", "major").progression("I", "V", "vi", "IV") * 2:
|
||||
piano.add(chord, Duration.WHOLE)
|
||||
|
||||
lead.arpeggio("Am", bars=2, pattern="updown", octaves=2)
|
||||
lead.arpeggio("Dm", bars=2, pattern="updown", octaves=2)
|
||||
lead.set(lowpass=5000, reverb=0.3)
|
||||
lead.arpeggio("E7", bars=2, pattern="up", octaves=2)
|
||||
lead.arpeggio("Am", bars=2, pattern="updown", octaves=2)
|
||||
lead.add("D5", 1).add("B4", 0.5).add("D5", 0.5)
|
||||
lead.add("G5", 1).add("E5", 1)
|
||||
lead.add("D5", 0.5).add("B4", 0.5).add("A4", 1)
|
||||
lead.add("G4", 2).rest(2)
|
||||
|
||||
for n in ["A2", "E2", "A2", "C3"] * 4:
|
||||
bass.add(n, Duration.QUARTER)
|
||||
for n in ["G2", "G2", "D2", "D2", "E2", "E2", "C2", "C2"] * 2:
|
||||
bass.add(n, Duration.HALF)
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/quickstart.wav" type="audio/wav"></audio>
|
||||
|
||||
Export to Your DAW
|
||||
------------------
|
||||
|
||||
|
||||
+279
-41
@@ -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
|
||||
---------------
|
||||
|
||||
@@ -149,6 +161,10 @@ Chords work just like tones — pass any ``Chord`` object:
|
||||
for chord in chords:
|
||||
score.add(chord, Duration.WHOLE)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/chords_basic.wav" type="audio/wav"></audio>
|
||||
|
||||
.. code-block:: pycon
|
||||
|
||||
>>> score.measures
|
||||
@@ -232,6 +248,31 @@ Chords and Tone objects work the same way:
|
||||
for note in ["A2", "C3", "E3", "A2", "D2", "F2", "A2", "D2"]:
|
||||
bass.add(note, Duration.QUARTER)
|
||||
|
||||
Polyphonic Hold
|
||||
---------------
|
||||
|
||||
``Part.hold()`` adds a note without advancing the beat position —
|
||||
the next note starts at the *same* time. This enables polyphonic
|
||||
overlap on a single part: piano sustain, sitar drone under melody,
|
||||
guitar strum texture.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
piano = score.part("piano", instrument="piano", reverb=0.3)
|
||||
|
||||
# Hold a C major chord for 8 beats
|
||||
piano.hold("C3", Duration.WHOLE * 2, velocity=60)
|
||||
piano.hold("E3", Duration.WHOLE * 2, velocity=55)
|
||||
piano.hold("G3", Duration.WHOLE * 2, velocity=55)
|
||||
|
||||
# Melody plays simultaneously on top
|
||||
for n in ["E4", "G4", "C5", "G4", "E4", "D4", "C4", "E4"]:
|
||||
piano.add(n, Duration.QUARTER, velocity=80)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/piano_hold.wav" type="audio/wav"></audio>
|
||||
|
||||
Arpeggiator
|
||||
------------
|
||||
|
||||
@@ -280,6 +321,10 @@ Chain arpeggios through a progression:
|
||||
for sym in ["Cm", "Fm", "Abm", "Gm"]:
|
||||
lead.arpeggio(sym, bars=2, pattern="updown", octaves=2)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/arpeggio.wav" type="audio/wav"></audio>
|
||||
|
||||
Combined with legato, glide, distortion, and a resonant lowpass, this
|
||||
produces the classic acid/trance arpeggiator sound.
|
||||
|
||||
@@ -310,12 +355,18 @@ portamento (pitch slides between notes):
|
||||
acid = score.part(
|
||||
"acid",
|
||||
synth="saw",
|
||||
envelope="pad",
|
||||
legato=True,
|
||||
glide=0.04,
|
||||
lowpass=3000,
|
||||
lowpass_q=6.0,
|
||||
distortion=0.3,
|
||||
)
|
||||
acid.add("C2", 0.25).add("C3", 0.25).add("G2", 0.25).add("C2", 0.25)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/legato_glide.wav" type="audio/wav"></audio>
|
||||
|
||||
- ``legato``: If True, no envelope retrigger between notes (default False).
|
||||
- ``glide``: Portamento time in seconds (default 0, instant).
|
||||
0.03--0.05 = quick 303 slide, 0.1--0.2 = slow glide.
|
||||
@@ -323,63 +374,51 @@ portamento (pitch slides between notes):
|
||||
Complete Example
|
||||
----------------
|
||||
|
||||
A full multi-part arrangement built from scratch — bossa nova with FM
|
||||
rhodes, triangle lead, and filtered bass:
|
||||
A full multi-part arrangement — rock beat with piano chords, saw
|
||||
lead, and filtered bass:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from pytheory import Score, Pattern, Key, Duration, Chord
|
||||
from pytheory import Score, Key, Duration, Chord
|
||||
from pytheory.play import play_score
|
||||
|
||||
score = Score("4/4", bpm=140)
|
||||
score.drums("bossa nova", repeats=4)
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("rock", repeats=8, fill="rock", fill_every=4)
|
||||
|
||||
# FM rhodes with reverb
|
||||
rhodes = score.part(
|
||||
"rhodes",
|
||||
synth="fm",
|
||||
envelope="piano",
|
||||
volume=0.3,
|
||||
reverb=0.4,
|
||||
reverb_decay=1.8,
|
||||
)
|
||||
# Piano chords with reverb
|
||||
piano = score.part("piano", instrument="piano", volume=0.4, reverb=0.3)
|
||||
|
||||
# Triangle lead with delay
|
||||
# Saw lead with delay
|
||||
lead = score.part(
|
||||
"lead",
|
||||
synth="triangle",
|
||||
envelope="pluck",
|
||||
volume=0.45,
|
||||
delay=0.25,
|
||||
delay_time=0.32,
|
||||
delay_feedback=0.35,
|
||||
reverb=0.2,
|
||||
"lead", synth="saw", envelope="pluck", volume=0.4,
|
||||
delay=0.2, delay_time=0.33, reverb=0.2, lowpass=3000,
|
||||
)
|
||||
|
||||
# Filtered bass
|
||||
bass = score.part(
|
||||
"bass",
|
||||
synth="sine",
|
||||
envelope="pluck",
|
||||
volume=0.45,
|
||||
lowpass=600,
|
||||
)
|
||||
bass = score.part("bass", synth="triangle", envelope="pluck",
|
||||
volume=0.45, lowpass=1200)
|
||||
|
||||
for sym in ["Am", "Am", "Dm", "Dm", "E7", "E7", "Am", "Am"]:
|
||||
rhodes.add(Chord.from_symbol(sym), Duration.WHOLE)
|
||||
for chord in Key("G", "major").progression("I", "V", "vi", "IV") * 2:
|
||||
piano.add(chord, Duration.WHOLE)
|
||||
|
||||
for n, d in [
|
||||
("E5", 0.67), ("D5", 0.33), ("C5", 0.67), ("B4", 0.33),
|
||||
("A4", 1), ("C5", 0.67), ("E5", 0.33), ("D5", 0.67), ("C5", 0.33),
|
||||
("A4", 1),
|
||||
]:
|
||||
lead.add(n, d)
|
||||
lead.add("D5", 1).add("B4", 0.5).add("D5", 0.5)
|
||||
lead.add("G5", 1).add("E5", 1)
|
||||
lead.add("D5", 0.5).add("B4", 0.5).add("A4", 1)
|
||||
lead.add("G4", 2).rest(2)
|
||||
lead.add("D5", 1).add("B4", 0.5).add("D5", 0.5)
|
||||
lead.add("G5", 1).add("A5", 1)
|
||||
lead.add("G5", 0.5).add("E5", 0.5).add("D5", 1)
|
||||
lead.add("B4", 2).rest(2)
|
||||
|
||||
for n in ["A2", "E2", "A2", "C3", "D2", "A2", "D2", "F2"]:
|
||||
bass.add(n, Duration.QUARTER)
|
||||
for n in ["G2", "G2", "D2", "D2", "E2", "E2", "C2", "C2"] * 2:
|
||||
bass.add(n, Duration.HALF)
|
||||
|
||||
play_score(score)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/complete_rock.wav" type="audio/wav"></audio>
|
||||
|
||||
Velocity
|
||||
--------
|
||||
|
||||
@@ -399,6 +438,157 @@ 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
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/articulations.wav" type="audio/wav"></audio>
|
||||
|
||||
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])
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/dynamics.wav" type="audio/wav"></audio>
|
||||
|
||||
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.
|
||||
|
||||
Solo snare, then an 8-player section plays the same pattern:
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/ensemble.wav" type="audio/wav"></audio>
|
||||
|
||||
Swing and Groove
|
||||
----------------
|
||||
|
||||
@@ -478,6 +668,54 @@ 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)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="../_static/audio/filter_ramp.wav" type="audio/wav"></audio>
|
||||
|
||||
``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
|
||||
--------
|
||||
|
||||
|
||||
+385
-6
@@ -37,6 +37,10 @@ building block of all other waveforms (Fourier's theorem).
|
||||
tone = Tone.from_string("C4", system="western")
|
||||
play(tone, synth=Synth.SINE)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_sine.wav" type="audio/wav"></audio>
|
||||
|
||||
Sawtooth
|
||||
~~~~~~~~
|
||||
|
||||
@@ -50,6 +54,10 @@ Named for its ramp shape.
|
||||
|
||||
play(tone, synth=Synth.SAW)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_saw.wav" type="audio/wav"></audio>
|
||||
|
||||
Triangle
|
||||
~~~~~~~~
|
||||
|
||||
@@ -63,6 +71,10 @@ described as "woody" or "hollow."
|
||||
|
||||
play(tone, synth=Synth.TRIANGLE)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_triangle.wav" type="audio/wav"></audio>
|
||||
|
||||
Square
|
||||
~~~~~~
|
||||
|
||||
@@ -76,6 +88,10 @@ pulse wave with a 50% duty cycle.
|
||||
|
||||
play(tone, synth=Synth.SQUARE)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_square.wav" type="audio/wav"></audio>
|
||||
|
||||
Extended Waveforms
|
||||
------------------
|
||||
|
||||
@@ -98,6 +114,10 @@ the classic NES-style buzzy tone.
|
||||
|
||||
lead = score.part("lead", synth="pulse", envelope="pluck")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_pulse.wav" type="audio/wav"></audio>
|
||||
|
||||
FM Synthesis
|
||||
~~~~~~~~~~~~
|
||||
|
||||
@@ -109,18 +129,24 @@ the electric piano in every Whitney Houston ballad, the bass in every
|
||||
Depeche Mode track, the bells in a thousand TV jingles. If you heard
|
||||
pop music in the 80s, you heard FM synthesis.
|
||||
|
||||
**Use for:** electric piano (rhodes), bells, metallic leads, jazz chords.
|
||||
**Use for:** bells, metallic leads, glassy pads, DX7-style sounds.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
rhodes = score.part(
|
||||
"rhodes",
|
||||
bells = score.part(
|
||||
"bells",
|
||||
synth="fm",
|
||||
envelope="piano",
|
||||
envelope="bell",
|
||||
fm_ratio=3.0,
|
||||
fm_index=5.0,
|
||||
volume=0.3,
|
||||
reverb=0.4,
|
||||
)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_fm.wav" type="audio/wav"></audio>
|
||||
|
||||
Noise
|
||||
-----
|
||||
|
||||
@@ -142,6 +168,10 @@ Useful as a texture layer, a percussion source, or a wind/ocean effect.
|
||||
lowpass=2000,
|
||||
)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_noise.wav" type="audio/wav"></audio>
|
||||
|
||||
Ensemble Waveforms
|
||||
------------------
|
||||
|
||||
@@ -174,6 +204,10 @@ supersaw.
|
||||
reverb=0.5,
|
||||
)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_supersaw.wav" type="audio/wav"></audio>
|
||||
|
||||
PWM Slow
|
||||
~~~~~~~~
|
||||
|
||||
@@ -195,6 +229,10 @@ from Boards of Canada to Drake? PWM with a slow LFO.
|
||||
reverb=0.4,
|
||||
)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_pwm_slow.wav" type="audio/wav"></audio>
|
||||
|
||||
PWM Fast
|
||||
~~~~~~~~
|
||||
|
||||
@@ -207,6 +245,10 @@ produces a natural chorus/vibrato effect built into the waveform itself.
|
||||
|
||||
lead = score.part("lead", synth="pwm_fast", envelope="pluck", volume=0.5)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_pwm_fast.wav" type="audio/wav"></audio>
|
||||
|
||||
ADSR Envelopes
|
||||
--------------
|
||||
|
||||
@@ -375,6 +417,10 @@ at musical levels. Warm, round, unmistakably organ.
|
||||
|
||||
organ = score.part("organ", synth="organ_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_organ.wav" type="audio/wav"></audio>
|
||||
|
||||
String Ensemble
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -386,6 +432,10 @@ more "wooden" than a raw saw wave.
|
||||
|
||||
violin = score.part("violin", synth="strings_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_strings.wav" type="audio/wav"></audio>
|
||||
|
||||
Dedicated Instrument Synths
|
||||
--------------------------
|
||||
|
||||
@@ -407,6 +457,94 @@ soundboard.
|
||||
|
||||
piano = score.part("piano", synth="piano_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_piano.wav" type="audio/wav"></audio>
|
||||
|
||||
Rhodes Electric Piano
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The Fender Rhodes — a rubber-tipped hammer strikes a steel tine
|
||||
next to a tonebar, picked up by an electromagnetic pickup. Warm,
|
||||
bell-like, with a bright metallic attack that mellows into a
|
||||
singing sustain. The sound of jazz clubs, soul, and neo-soul.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
rhodes = score.part("rhodes", synth="rhodes_synth")
|
||||
# Or use the instrument preset (adds tremolo + chorus)
|
||||
rhodes = score.part("rhodes", instrument="electric_piano")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_rhodes.wav" type="audio/wav"></audio>
|
||||
|
||||
Wurlitzer Electric Piano
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The Wurlitzer uses a vibrating steel reed (not a tine like Rhodes)
|
||||
picked up by an electrostatic pickup. More nasal, reedy, and biting
|
||||
— it barks and growls when played hard. Think Supertramp, Ray Charles.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
wurli = score.part("wurli", synth="wurlitzer_synth")
|
||||
wurli = score.part("wurli", instrument="wurlitzer")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_wurlitzer.wav" type="audio/wav"></audio>
|
||||
|
||||
Vibraphone Synth
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Struck aluminum bars with motor-driven tremolo discs. The spinning
|
||||
motor modulates the sound through the resonator tubes, creating the
|
||||
signature vibraphone shimmer. Inharmonic bar modes at 1x, 2.76x, 5.4x.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
vib = score.part("vib", synth="vibraphone_synth")
|
||||
vib = score.part("vib", instrument="vibraphone")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_vibraphone.wav" type="audio/wav"></audio>
|
||||
|
||||
Pipe Organ Synth
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Multiple ranks of pipes — principal 8', octave 4', fifteenth 2'.
|
||||
Constant air pressure means no dynamics. Wind chiff at the attack.
|
||||
Best with cathedral reverb.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
organ = score.part("organ", synth="pipe_organ_synth")
|
||||
organ = score.part("organ", instrument="pipe_organ")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_pipe_organ.wav" type="audio/wav"></audio>
|
||||
|
||||
Choir Synth
|
||||
~~~~~~~~~~~
|
||||
|
||||
Voices singing vowels shaped by formant bandpass filters. The glottal
|
||||
source is filtered through vocal tract resonances — F1, F2, F3, F4 —
|
||||
which is what makes "ah" sound different from "oo". Use ``lyric=``
|
||||
to control the vowel. Best with ``ensemble=`` for a full section.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
choir = score.part("choir", synth="choir_synth")
|
||||
choir = score.part("choir", instrument="choir") # ensemble=6 + cathedral reverb
|
||||
choir.add("C4", Duration.WHOLE, lyric="ah")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_choir.wav" type="audio/wav"></audio>
|
||||
|
||||
Bass Guitar Synth
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -416,6 +554,10 @@ Plucked string model with finger-damped harmonics and low-end warmth.
|
||||
|
||||
bass = score.part("bass", synth="bass_guitar_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_bass_guitar.wav" type="audio/wav"></audio>
|
||||
|
||||
Flute Synth
|
||||
~~~~~~~~~~~~
|
||||
|
||||
@@ -426,6 +568,10 @@ overblowing behavior at higher velocities.
|
||||
|
||||
flute = score.part("flute", synth="flute_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_flute.wav" type="audio/wav"></audio>
|
||||
|
||||
Trumpet Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -436,6 +582,10 @@ velocity, plus a characteristic brassy edge from shaped harmonics.
|
||||
|
||||
trumpet = score.part("trumpet", synth="trumpet_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_trumpet.wav" type="audio/wav"></audio>
|
||||
|
||||
Clarinet Synth
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
@@ -446,6 +596,10 @@ characteristic hollow, woody tone.
|
||||
|
||||
clarinet = score.part("clarinet", synth="clarinet_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_clarinet.wav" type="audio/wav"></audio>
|
||||
|
||||
Oboe Synth
|
||||
~~~~~~~~~~~
|
||||
|
||||
@@ -456,6 +610,10 @@ timbre.
|
||||
|
||||
oboe = score.part("oboe", synth="oboe_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_oboe.wav" type="audio/wav"></audio>
|
||||
|
||||
Marimba Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -466,6 +624,10 @@ that emphasizes the fundamental.
|
||||
|
||||
marimba = score.part("marimba", synth="marimba_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_marimba.wav" type="audio/wav"></audio>
|
||||
|
||||
Harpsichord Synth
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -476,6 +638,10 @@ Plucked-string model with a bright, immediate attack and rapid decay
|
||||
|
||||
harpsi = score.part("harpsi", synth="harpsichord_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_harpsichord.wav" type="audio/wav"></audio>
|
||||
|
||||
Cello Synth
|
||||
~~~~~~~~~~~
|
||||
|
||||
@@ -486,6 +652,10 @@ producing a rich, warm, sustained tone.
|
||||
|
||||
cello = score.part("cello", synth="cello_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_cello.wav" type="audio/wav"></audio>
|
||||
|
||||
Harp Synth
|
||||
~~~~~~~~~~
|
||||
|
||||
@@ -496,6 +666,10 @@ modeling nylon strings on a resonant frame.
|
||||
|
||||
harp = score.part("harp", synth="harp_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_harp.wav" type="audio/wav"></audio>
|
||||
|
||||
Upright Bass Synth
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -505,6 +679,10 @@ Pizzicato double bass with woody body resonance and a thumpy low end.
|
||||
|
||||
bass = score.part("bass", synth="upright_bass_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_upright_bass.wav" type="audio/wav"></audio>
|
||||
|
||||
Acoustic Guitar Synth
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -515,6 +693,10 @@ string decay.
|
||||
|
||||
guitar = score.part("guitar", synth="acoustic_guitar_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_acoustic_guitar.wav" type="audio/wav"></audio>
|
||||
|
||||
Electric Guitar Synth
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -525,6 +707,10 @@ than the acoustic, ready for effects processing.
|
||||
|
||||
eguitar = score.part("eguitar", synth="electric_guitar_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_electric_guitar.wav" type="audio/wav"></audio>
|
||||
|
||||
Sitar Synth
|
||||
~~~~~~~~~~~~
|
||||
|
||||
@@ -535,6 +721,10 @@ bridge, producing a shimmering, metallic sustain.
|
||||
|
||||
sitar = score.part("sitar", synth="sitar_synth")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_sitar.wav" type="audio/wav"></audio>
|
||||
|
||||
Timpani Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -547,6 +737,10 @@ Use ``Part.roll()`` for crescendo timpani rolls.
|
||||
timp = score.part("timp", synth="timpani_synth")
|
||||
timp.roll("C3", Duration.WHOLE, velocity_start=20, velocity_end=110)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_timpani.wav" type="audio/wav"></audio>
|
||||
|
||||
Saxophone Synth
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -558,6 +752,10 @@ mids, reed buzz, and brass body warmth. Four presets: ``saxophone``,
|
||||
|
||||
sax = score.part("sax", instrument="tenor_sax")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_saxophone.wav" type="audio/wav"></audio>
|
||||
|
||||
Pedal Steel Synth
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -568,6 +766,10 @@ and long sustain. Pairs naturally with spring reverb.
|
||||
|
||||
steel = score.part("steel", instrument="pedal_steel")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_pedal_steel.wav" type="audio/wav"></audio>
|
||||
|
||||
Theremin Synth
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
@@ -578,6 +780,10 @@ Best used with legato and glide for continuous pitch.
|
||||
|
||||
theremin = score.part("theremin", instrument="theremin")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_theremin.wav" type="audio/wav"></audio>
|
||||
|
||||
Kalimba Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -588,6 +794,10 @@ inharmonic overtones (modes at 1x, 2.92x, 5.4x).
|
||||
|
||||
kalimba = score.part("kalimba", instrument="kalimba")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_kalimba.wav" type="audio/wav"></audio>
|
||||
|
||||
Steel Drum Synth
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -598,6 +808,10 @@ Inharmonic partials at 2.0x, 3.01x, 4.1x, 5.3x.
|
||||
|
||||
pan = score.part("pan", instrument="steel_drum")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_steel_drum.wav" type="audio/wav"></audio>
|
||||
|
||||
Accordion Synth
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -608,6 +822,10 @@ create natural beating. Bellows pressure swell modulates amplitude.
|
||||
|
||||
acc = score.part("acc", instrument="accordion")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_accordion.wav" type="audio/wav"></audio>
|
||||
|
||||
Didgeridoo Synth
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -619,6 +837,10 @@ Best with cave reverb.
|
||||
|
||||
didg = score.part("didg", instrument="didgeridoo")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_didgeridoo.wav" type="audio/wav"></audio>
|
||||
|
||||
Bagpipe Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -629,6 +851,10 @@ peaked around 3-7 (the piercing brightness). No dynamics — always ff.
|
||||
|
||||
pipes = score.part("pipes", instrument="bagpipe")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_bagpipe.wav" type="audio/wav"></audio>
|
||||
|
||||
Banjo Synth
|
||||
~~~~~~~~~~~
|
||||
|
||||
@@ -639,6 +865,10 @@ nasal, ringy resonance with faster decay than guitar.
|
||||
|
||||
banjo = score.part("banjo", instrument="banjo")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_banjo.wav" type="audio/wav"></audio>
|
||||
|
||||
Mandolin Synth
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
@@ -649,6 +879,10 @@ doubled unison strings. Bright, ringing, fast attack.
|
||||
|
||||
mando = score.part("mando", instrument="mandolin")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_mandolin.wav" type="audio/wav"></audio>
|
||||
|
||||
Ukulele Synth
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
@@ -659,6 +893,10 @@ softer attack than guitar, shorter sustain.
|
||||
|
||||
uke = score.part("uke", instrument="ukulele")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_ukulele.wav" type="audio/wav"></audio>
|
||||
|
||||
Granular Synth
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
@@ -688,6 +926,147 @@ Parameters (passed as synth kwargs):
|
||||
- ``source``: Base waveform — ``"saw"``, ``"sine"``, ``"triangle"``,
|
||||
``"square"``, ``"noise"``.
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_granular.wav" type="audio/wav"></audio>
|
||||
|
||||
Crotales
|
||||
~~~~~~~~
|
||||
|
||||
Small tuned bronze discs (antique cymbals) struck with brass mallets.
|
||||
Bright, crystalline, bell-like tone with strong upper harmonics that
|
||||
rings for a long time. Nearly harmonic partials give crotales their
|
||||
penetrating brilliance — they cut through any orchestra.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
crotales = score.part("crotales", synth="crotales_synth", envelope="none",
|
||||
reverb=0.3)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_crotales.wav" type="audio/wav"></audio>
|
||||
|
||||
Tingsha
|
||||
~~~~~~~
|
||||
|
||||
Two small Tibetan cymbals joined by a cord, clashed together. Both discs
|
||||
ring at slightly different frequencies, producing a bright ping with
|
||||
pronounced beating — the wavering interference between the two is the
|
||||
whole character of the sound.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
tingsha = score.part("tingsha", synth="tingsha_synth", envelope="none",
|
||||
reverb=0.4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_tingsha.wav" type="audio/wav"></audio>
|
||||
|
||||
Singing Bowl (Strike)
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Tibetan/Himalayan singing bowl struck with a mallet. The impact excites
|
||||
inharmonic partials that ring and slowly beat against each other as
|
||||
near-degenerate mode pairs interfere. Higher modes fade quickly, leaving
|
||||
the fundamental shimmering for seconds.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
bowl = score.part("bowl", synth="singing_bowl_strike_synth", envelope="none",
|
||||
reverb=0.4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_singing_bowl_strike.wav" type="audio/wav"></audio>
|
||||
|
||||
Singing Bowl (Ring)
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Rim-rubbed singing bowl — the mallet traces the rim, slowly building the
|
||||
fundamental into a sustained, pulsing tone. Upper harmonics shimmer in
|
||||
and out as the bowl resonates.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
bowl = score.part("bowl", synth="singing_bowl_ring_synth", envelope="none",
|
||||
reverb=0.4)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/synth_singing_bowl_ring.wav" type="audio/wav"></audio>
|
||||
|
||||
Rain Stick
|
||||
~~~~~~~~~~
|
||||
|
||||
Cascading pebbles through a cactus tube with internal pins. Two variants:
|
||||
steep angle (fast cascade) and shallow angle (slow trickle).
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
p.hit(DrumSound.RAINSTICK, Duration.WHOLE * 3) # steep — fast cascade
|
||||
p.hit(DrumSound.RAINSTICK_SLOW, Duration.WHOLE * 4) # shallow — gentle trickle
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/rainstick.wav" type="audio/wav"></audio>
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/rainstick_slow.wav" type="audio/wav"></audio>
|
||||
|
||||
Ocean Drum
|
||||
~~~~~~~~~~
|
||||
|
||||
Steel beads rolling inside a frame drum — tilting produces a smooth surf wash.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
p.hit(DrumSound.OCEAN_DRUM, Duration.WHOLE * 3)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/ocean_drum.wav" type="audio/wav"></audio>
|
||||
|
||||
Cabasa
|
||||
~~~~~~
|
||||
|
||||
Metal bead chain scraped against a textured cylinder — brighter and
|
||||
more metallic than a shaker.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
p.hit(DrumSound.CABASA, Duration.EIGHTH)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/cabasa.wav" type="audio/wav"></audio>
|
||||
|
||||
Wind Chimes
|
||||
~~~~~~~~~~~
|
||||
|
||||
Suspended metal tubes struck by hand or breeze. Each tube rings at
|
||||
its own pitch with slight time offsets.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
p.hit(DrumSound.WIND_CHIMES, Duration.WHOLE * 3)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/wind_chimes.wav" type="audio/wav"></audio>
|
||||
|
||||
Finger Cymbal
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Single small cymbal tap (zill) — bright metallic ping.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
p.hit(DrumSound.FINGER_CYMBAL, Duration.HALF)
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.3em 0 0.5em"><source src="../_static/audio/finger_cymbal.wav" type="audio/wav"></audio>
|
||||
|
||||
Analog Oscillator Drift
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -743,13 +1122,13 @@ distorted_guitar, orange_crunch, metal_guitar, bass_guitar, upright_bass,
|
||||
harp, sitar, koto, banjo, mandolin, mandola, ukulele
|
||||
|
||||
**World/Exotic**: pedal_steel, theremin, kalimba, steel_drum, didgeridoo,
|
||||
bagpipe
|
||||
bagpipe, singing_bowl, singing_bowl_ring, tingsha
|
||||
|
||||
**Synth**: synth_lead, synth_pad, synth_bass, acid_bass, 808_bass,
|
||||
granular_pad, granular_texture, vocal, choir
|
||||
|
||||
**Percussion**: vibraphone, marimba, xylophone, glockenspiel, tubular_bells,
|
||||
timpani
|
||||
timpani, crotales
|
||||
|
||||
Explicit kwargs override preset defaults:
|
||||
|
||||
|
||||
+20
-10
@@ -46,23 +46,33 @@ it through your speakers, export MIDI, finish in your DAW:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from pytheory import Score, Pattern, Key, Duration, Chord
|
||||
from pytheory import Score, Key, Duration
|
||||
from pytheory.play import play_score
|
||||
|
||||
score = Score("4/4", bpm=140)
|
||||
score.drums("bossa nova", repeats=4)
|
||||
score = Score("4/4", bpm=120)
|
||||
score.drums("rock", repeats=8, fill="rock", fill_every=4)
|
||||
|
||||
chords = score.part("chords", synth="fm", envelope="pad", reverb=0.4)
|
||||
lead = score.part("lead", synth="saw", envelope="pluck", delay=0.3)
|
||||
bass = score.part("bass", synth="sine", lowpass=500)
|
||||
piano = score.part("piano", instrument="piano", reverb=0.3)
|
||||
lead = score.part("lead", synth="saw", envelope="pluck",
|
||||
delay=0.2, reverb=0.2, lowpass=4000)
|
||||
bass = score.part("bass", synth="triangle", lowpass=900)
|
||||
|
||||
for chord in Key("A", "minor").progression("i", "iv", "V", "i"):
|
||||
chords.add(chord, Duration.WHOLE)
|
||||
for chord in Key("G", "major").progression("I", "V", "vi", "IV") * 2:
|
||||
piano.add(chord, Duration.WHOLE)
|
||||
|
||||
lead.arpeggio("Am", bars=4, pattern="updown", octaves=2)
|
||||
lead.add("D5", 1).add("B4", 0.5).add("D5", 0.5)
|
||||
lead.add("G5", 1).add("E5", 1)
|
||||
lead.add("D5", 0.5).add("B4", 0.5).add("A4", 1)
|
||||
lead.add("G4", 2).rest(2)
|
||||
|
||||
for n in ["G2", "G2", "D2", "D2", "E2", "E2", "C2", "C2"] * 2:
|
||||
bass.add(n, Duration.HALF)
|
||||
|
||||
play_score(score)
|
||||
score.save_midi("sketch.mid")
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<audio controls style="width:100%;margin:0.5em 0 1.5em"><source src="_static/audio/quickstart.wav" type="audio/wav"></audio>
|
||||
|
||||
Or hear a randomly generated track from the command line — different
|
||||
every time::
|
||||
|
||||
+688
-10
@@ -543,7 +543,7 @@ def dub_kingston():
|
||||
volume=0.6, pan=0.0, lowpass=400, lowpass_q=1.5,
|
||||
humanize=0.2)
|
||||
siren = score.part("siren", synth="pwm_slow", envelope="pad",
|
||||
volume=0.15, pan=0.5,
|
||||
volume=0.15, pan=0.5, ensemble=4,
|
||||
reverb=0.7, reverb_decay=3.0, reverb_type="cathedral",
|
||||
lowpass=1200, detune=10)
|
||||
|
||||
@@ -1124,14 +1124,14 @@ def cinematic_showcase():
|
||||
bells.rest(Duration.WHOLE)
|
||||
|
||||
# String ensemble — lush wide pad
|
||||
strings = score.part("strings", instrument="string_ensemble",
|
||||
strings = score.part("strings", instrument="string_ensemble", ensemble=8,
|
||||
reverb=0.4, reverb_type="hall")
|
||||
strings.rest(Duration.WHOLE)
|
||||
for sym in ["Am", "F", "C", "G", "Dm", "Am", "E"]:
|
||||
strings.add(Chord.from_symbol(sym), Duration.WHOLE)
|
||||
|
||||
# Cello — deep foundation
|
||||
cello = score.part("cello", instrument="cello",
|
||||
cello = score.part("cello", instrument="cello", ensemble=3,
|
||||
reverb=0.3, reverb_type="hall")
|
||||
cello.rest(Duration.WHOLE)
|
||||
for n in ["A2", "F2", "C3", "G2", "D3", "A2", "E2"]:
|
||||
@@ -1629,7 +1629,7 @@ def epic_bhairav():
|
||||
timp.add(Tone("Pa", octave=2, system=shruti), Duration.HALF, velocity=115)
|
||||
|
||||
# Choir — bar 3
|
||||
choir = score.part("choir", synth="vocal_synth", envelope="pad",
|
||||
choir = score.part("choir", synth="vocal_synth", envelope="pad", ensemble=6,
|
||||
detune=8, spread=0.4, reverb=0.4, reverb_type=REV, volume=0.2)
|
||||
for _ in range(2):
|
||||
choir.rest(Duration.WHOLE)
|
||||
@@ -1651,7 +1651,7 @@ def epic_bhairav():
|
||||
bansuri.add(tone, dur, velocity=vel)
|
||||
|
||||
# Cello — bar 3
|
||||
cello = score.part("cello", instrument="cello", volume=0.22, reverb=0.4, reverb_type=REV)
|
||||
cello = score.part("cello", instrument="cello", volume=0.22, reverb=0.4, reverb_type=REV, ensemble=3)
|
||||
for _ in range(2):
|
||||
cello.rest(Duration.WHOLE)
|
||||
for name, dur, vel in [
|
||||
@@ -1677,7 +1677,7 @@ def epic_bhairav():
|
||||
|
||||
# Strings — bar 13
|
||||
strings = score.part("strings", instrument="string_ensemble", volume=0.18,
|
||||
reverb=0.4, reverb_type=REV)
|
||||
reverb=0.4, reverb_type=REV, ensemble=10)
|
||||
for _ in range(12):
|
||||
strings.rest(Duration.WHOLE)
|
||||
for name, dur, vel in [("Sa", 4.0, 58), ("Ma", 4.0, 62), ("Pa", 4.0, 68), ("Sa", 4.0, 72)]:
|
||||
@@ -1887,7 +1887,7 @@ def ascent():
|
||||
|
||||
# 3: SURFACING (5-8)
|
||||
cello = score.part("cello", instrument="cello", volume=0.22,
|
||||
reverb=0.4, reverb_type=REV)
|
||||
reverb=0.4, reverb_type=REV, ensemble=3)
|
||||
cello.rest(16.0)
|
||||
for note, dur, vel in [("E2",4.0,52),("G2",4.0,55),("B2",4.0,58),("E3",4.0,62)]:
|
||||
cello.add(note, dur, velocity=vel)
|
||||
@@ -1943,7 +1943,7 @@ def ascent():
|
||||
theremin.add(note, dur, velocity=vel)
|
||||
|
||||
strings = score.part("strings", instrument="string_ensemble", volume=0.15,
|
||||
reverb=0.45, reverb_type=REV)
|
||||
reverb=0.45, reverb_type=REV, ensemble=8)
|
||||
strings.rest(40.0)
|
||||
for sym, vel in [("Em",52),("C",55),("Am",58),("B",55),("Em",60),("C",62)]:
|
||||
strings.add(Chord.from_symbol(sym), 4.0, velocity=vel)
|
||||
@@ -2218,7 +2218,7 @@ def pop_rock():
|
||||
cabinet=1.0, cabinet_brightness=0.6,
|
||||
reverb=0.2, reverb_type="plate", pan=0.2)
|
||||
strings = score.part("strings", instrument="string_ensemble", volume=0.12,
|
||||
reverb=0.35, reverb_type="hall")
|
||||
reverb=0.35, reverb_type="hall", ensemble=6)
|
||||
|
||||
prog = ["G", "D", "Em", "C"]
|
||||
|
||||
@@ -2324,6 +2324,681 @@ 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)")
|
||||
|
||||
|
||||
def ensemble_showcase():
|
||||
"""Ensemble Showcase — acid bass, tabla solo, strings, snare line."""
|
||||
score = Score("4/4", bpm=128)
|
||||
|
||||
# ── Drums: house kit ──
|
||||
score.drums("house", repeats=24, fill="house", fill_every=8)
|
||||
score.set_drum_effects(volume=0.4, reverb=0.1)
|
||||
|
||||
# ── 303 Acid Bass: detuned, spread, LFO filter, ensemble=3 ──
|
||||
acid = score.part("acid", synth="saw", volume=0.55, ensemble=3,
|
||||
lowpass=400, lowpass_q=10.0, distortion=0.35,
|
||||
distortion_drive=4.0, legato=True, glide=0.03,
|
||||
detune=12, spread=0.4, sub_osc=0.15,
|
||||
sidechain=0.5, sidechain_release=0.08)
|
||||
|
||||
acid.lfo("lowpass", rate=0.5, min=400, max=5000, bars=16, shape="sine")
|
||||
for _ in range(8):
|
||||
for n in ["C2", "C3", "C2", "Eb2", "C2", "G2", "Bb2", "C2"]:
|
||||
acid.add(n, Duration.EIGHTH, velocity=90)
|
||||
|
||||
acid.ramp(over=Duration.WHOLE * 8, curve="ease_in", lowpass=6000)
|
||||
for _ in range(8):
|
||||
for n in ["C2", "Eb3", "C3", "G2", "Bb2", "C3", "G2", "C2"]:
|
||||
acid.add(n, Duration.EIGHTH, velocity=95)
|
||||
|
||||
acid.ramp(over=Duration.WHOLE * 8, curve="ease_out", lowpass=500)
|
||||
for _ in range(8):
|
||||
for n in ["C2", "C3", "C2", "Eb2", "C2", "G2", "Bb2", "C2"]:
|
||||
acid.add(n, Duration.EIGHTH, velocity=88)
|
||||
|
||||
# ── Strings: 16-player ensemble pad ──
|
||||
strings = score.part("strings", instrument="string_ensemble", volume=0.0,
|
||||
reverb=0.4, ensemble=16, detune=8, spread=0.5)
|
||||
|
||||
for _ in range(32):
|
||||
strings.rest(Duration.QUARTER)
|
||||
strings.ramp(over=Duration.WHOLE * 4, curve="ease_in", volume=0.18)
|
||||
for ch in ["Cm", "Ab", "Eb", "Bb"] * 4:
|
||||
strings.add(Chord.from_symbol(ch), Duration.WHOLE, velocity=55)
|
||||
strings.ramp(over=Duration.WHOLE * 4, curve="ease_out", volume=0.0)
|
||||
for ch in ["Cm", "Ab", "Eb", "Bb"]:
|
||||
strings.add(Chord.from_symbol(ch), Duration.WHOLE, velocity=45)
|
||||
for _ in range(16):
|
||||
strings.rest(Duration.QUARTER)
|
||||
|
||||
# ── Tabla: ensemble=3, enters bar 9 ──
|
||||
tabla = score.part("tabla", synth="sine", volume=0.0, reverb=0.15, ensemble=3)
|
||||
|
||||
for _ in range(32):
|
||||
tabla.rest(Duration.QUARTER)
|
||||
tabla.ramp(over=Duration.WHOLE * 2, volume=0.45)
|
||||
|
||||
# Keherwa groove — 8 bars
|
||||
for _ in range(8):
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=95, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=50)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=82)
|
||||
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=78)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.EIGHTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=88, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_GE, Duration.EIGHTH, velocity=72)
|
||||
|
||||
# Tabla solo — getting busier
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=100, articulation="marcato")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=45)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=85)
|
||||
tabla.hit(DrumSound.TABLA_TIN, Duration.EIGHTH, velocity=80)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=45)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=55)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=95, articulation="accent")
|
||||
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.EIGHTH, velocity=82)
|
||||
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=105, articulation="marcato")
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.SIXTEENTH, velocity=55)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=45)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=48)
|
||||
tabla.hit(DrumSound.TABLA_NA, Duration.EIGHTH, velocity=88)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.SIXTEENTH, velocity=100)
|
||||
tabla.hit(DrumSound.TABLA_TIT, Duration.SIXTEENTH, velocity=50)
|
||||
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.EIGHTH, velocity=85)
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=108, articulation="accent")
|
||||
|
||||
# Tihai crescendo
|
||||
for vel in [85, 90, 95, 100, 105, 110]:
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=vel, articulation="accent")
|
||||
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=125, articulation="fermata")
|
||||
tabla.hit(DrumSound.TABLA_GE_BEND, Duration.QUARTER, velocity=110)
|
||||
|
||||
# Groove out
|
||||
for _ in range(4):
|
||||
tabla.hit(DrumSound.TABLA_DHA, Duration.EIGHTH, velocity=88, 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)
|
||||
|
||||
# ── Snare line: 8-player ensemble, enters bar 17 ──
|
||||
S = DrumSound.MARCH_SNARE
|
||||
R = DrumSound.MARCH_RIMSHOT
|
||||
|
||||
snares = score.part("snares", synth="sine", volume=0.0, reverb=0.15, ensemble=8)
|
||||
|
||||
for _ in range(64):
|
||||
snares.rest(Duration.QUARTER)
|
||||
snares.ramp(over=Duration.WHOLE * 2, volume=0.7)
|
||||
|
||||
for _ in range(4):
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=118)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=115)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=118)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=35)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=120)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
|
||||
# Buzz roll finale
|
||||
for i in range(64):
|
||||
snares.hit(S, 0.0625, velocity=min(20 + i * 1.5, 100))
|
||||
snares.hit(R, Duration.EIGHTH, velocity=127)
|
||||
snares.hit(R, Duration.EIGHTH, velocity=127)
|
||||
|
||||
snares.ramp(over=Duration.WHOLE * 2, curve="ease_out", volume=0.0)
|
||||
for _ in range(2):
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=110)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=108)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=105)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
snares.hit(R, Duration.SIXTEENTH, velocity=100)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=30)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=28)
|
||||
snares.hit(S, Duration.SIXTEENTH, velocity=32)
|
||||
|
||||
# ── Lead synth: 6-player ensemble, enters bar 5 ──
|
||||
lead = score.part("lead", synth="saw", envelope="pluck", volume=0.0,
|
||||
lowpass=3500, detune=6, chorus=0.1, reverb=0.2,
|
||||
delay=0.15, delay_time=0.33, delay_feedback=0.25,
|
||||
ensemble=6)
|
||||
|
||||
for _ in range(16):
|
||||
lead.rest(Duration.QUARTER)
|
||||
lead.ramp(over=Duration.WHOLE * 2, volume=0.3)
|
||||
|
||||
for _ in range(2):
|
||||
lead.add("Eb5", Duration.QUARTER, velocity=88)
|
||||
lead.add("G5", Duration.QUARTER, velocity=92)
|
||||
lead.add("Bb5", Duration.HALF, velocity=95, articulation="accent")
|
||||
lead.add("Ab5", Duration.QUARTER, velocity=88)
|
||||
lead.add("G5", Duration.QUARTER, velocity=85)
|
||||
lead.add("Eb5", Duration.QUARTER, velocity=82)
|
||||
lead.add("D5", Duration.QUARTER, velocity=80)
|
||||
|
||||
lead.swell(["Eb5", "G5", "Bb5", "C6", "Bb5", "G5", "Eb5", "D5"],
|
||||
Duration.QUARTER, low_vel=75, peak_vel=105)
|
||||
lead.decrescendo(["Eb5", "D5", "C5", "Bb4"], Duration.HALF,
|
||||
start_vel=90, end_vel=60)
|
||||
|
||||
for _ in range(16):
|
||||
lead.rest(Duration.QUARTER)
|
||||
|
||||
lead.ramp(over=Duration.WHOLE * 2, volume=0.35)
|
||||
lead.crescendo(["C5", "Eb5", "G5", "Bb5", "C6", "Eb6", "C6", "Bb5"],
|
||||
Duration.QUARTER, start_vel=80, end_vel=110)
|
||||
lead.add("G5", Duration.HALF, velocity=105, bend=1, bend_type="smooth")
|
||||
lead.add("Eb5", Duration.HALF, velocity=95)
|
||||
lead.decrescendo(["C5", "Bb4", "G4", "Eb4"], Duration.WHOLE,
|
||||
start_vel=85, end_vel=40)
|
||||
|
||||
play_song(score, "Ensemble Showcase — acid bass, tabla solo, 16-player strings, 8-player snare line")
|
||||
|
||||
|
||||
SONGS = {
|
||||
"1": ("Bossa Nova in A minor", bossa_nova_girl),
|
||||
"2": ("Bebop in Bb major", bebop_in_bb),
|
||||
@@ -2355,6 +3030,9 @@ 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),
|
||||
"33": ("Ensemble Showcase (acid+tabla+strings+snare line)", ensemble_showcase),
|
||||
}
|
||||
|
||||
if __name__ == "__main__":
|
||||
@@ -2368,7 +3046,7 @@ if __name__ == "__main__":
|
||||
print(f" {key:>2}. {name}")
|
||||
|
||||
print()
|
||||
choice = input(" Pick a song (1-30, or 'all'): ").strip()
|
||||
choice = input(" Pick a song (1-33, or 'all'): ").strip()
|
||||
print()
|
||||
|
||||
if choice == "all":
|
||||
|
||||
@@ -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()
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user