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Author SHA1 Message Date
kennethreitz b8d1fe5e81 v0.40.0: Rhodes synth, 74 audio demos, improved percussion
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 17:22:43 -04:00
kennethreitz 2612444146 Louder snares in marching demo (volume 1.5 to compensate ensemble/8)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:59:11 -04:00
kennethreitz 48a954d063 Cajón slap: pure wood by default, snare wires optional
CAJON_SLAP is now dry wood crack (no wires). New CAJON_SLAP_SNARE
has the buzzy version for cajóns with snare wires engaged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:55:09 -04:00
kennethreitz 8a07be23e6 Cajón bass: fleshy palm impact + thuddy box resonance
Added hand-on-wood transient (lowpassed noise for soft palm feel)
before the box resonance kicks in. Deeper sub, longer air cavity
thump. You hear the hand, then the box.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:53:00 -04:00
kennethreitz d771117d5c Full drumline marching demo: 8 snares, 4 quads, 5 basses with ensemble
Click count-off → snare groove with quad sweeps and bass splits →
flams and diddles → buzz roll into big unison hit.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:51:41 -04:00
kennethreitz 1ae9404f07 Add room reverb to cajón demo
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:50:53 -04:00
kennethreitz 2e5b18de2e Boxy cajón: box resonance modes, plywood character, hollow mids
Bass has 180/320Hz box resonance modes. Slap has wood panel
resonance under the wire buzz. Tap has hollow finger-on-plywood.
Everything sounds like hitting a wooden box now.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:48:55 -04:00
kennethreitz 248594fb21 Extend metal gallop+triplet section to 4 bars
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:47:22 -04:00
kennethreitz 3ce890c54c Hall reverb on all tabla demos to match keherwa
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:46:01 -04:00
kennethreitz 499c49b6eb Metal demo: groove → gallop → blast → double kick with fills
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:44:53 -04:00
kennethreitz f85504b456 Tabla demos: add bayan pitch bends (ge_bend) to all three examples
Teental ends with bayan fill. Keherwa has ge_bend accents throughout
plus a bend-heavy final bar. Chakradar preceded by bayan showcase.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:42:04 -04:00
kennethreitz d0624f8b78 Thunderous dhol dagga: deeper sub, longer sustain, more body
Dagga now booms at 30Hz with sustained sub, wider thump band,
and heavier stick impact. The kind of hit you feel in your chest.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:40:18 -04:00
kennethreitz fb37a7c27b Regenerate all 74 audio samples with choke-free renderer
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:38:44 -04:00
kennethreitz fb36e75a42 Remove melodic note choke, fix banjo to 16th notes
The melodic renderer was choking all signal at each new note,
killing strum/hold resonance. Removed — notes now naturally
overlap and ring out. Banjo lick now uses 16th notes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:35:06 -04:00
kennethreitz 81b54d2394 Mandolin demo: tremolo rolls + melody
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:31:39 -04:00
kennethreitz fa6a3090cb Banjo demo: strum + bluegrass picking lick
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:31:22 -04:00
kennethreitz 58286ddb69 Bagpipe demo: drone + chanter melody like Highland pipes
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:30:44 -04:00
kennethreitz 6d137be9f5 Accordion demo: waltz chords with held bass
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:29:08 -04:00
kennethreitz 383802a1e1 Timpani: even longer fundamental sustain (0.35/s decay)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:27:59 -04:00
kennethreitz 7f2aeb2395 Timpani: long fundamental sustain for resonance buildup in rolls
Fundamental now decays at 0.6/s instead of 1.5/s — rings long
enough that rapid roll hits stack into a singing 'oooh' resonance.
Upper modes still die fast for the initial thump character.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:27:08 -04:00
kennethreitz 16b4c7d1fa Faster timpani roll: 140bpm + 32nd notes
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:24:57 -04:00
kennethreitz b9ee5c9cde Timpani demo: crescendo roll + accent hit, matches doc example
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:23:21 -04:00
kennethreitz 7375d58209 Lower timpani demo to octave 2-3
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:21:57 -04:00
kennethreitz 6316a6c910 Hybrid harp: KS pluck transient + pure additive sustain
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:20:49 -04:00
kennethreitz 237cfe171c Rewrite harp synth: pure additive tone instead of Karplus-Strong
Clean harmonics with dominant fundamental, gentle upper partials,
and soft finger pluck transient. Much purer, singing tone.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:18:50 -04:00
kennethreitz 1751f97617 Update changelog for v0.39.4
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:08:32 -04:00
kennethreitz 943a12b3bb Add dedicated Rhodes electric piano synth
Tine + tonebar + electromagnetic pickup model with bell-like
harmonics, metallic attack transient, and pickup nonlinearity.
electric_piano instrument preset now uses rhodes_synth instead of FM.
FM section updated to show bells. Audio demos for both.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:08:10 -04:00
kennethreitz 04d2de3e70 Add pulse, noise, PWM slow, PWM fast audio demos
Every waveform on the synths page now has an audio player.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 16:04:13 -04:00
kennethreitz ead42751ef Trim trailing silence from all audio exports
Detects silence below -60dB threshold and trims with 0.2s tail
for natural decay. 69 audio files regenerated.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 15:59:34 -04:00
kennethreitz 8dee0d00d8 Raw waveform demos (no envelope), open up bass lowpass to 1200
Basic waveforms now play without envelope shaping so you hear
the raw timbre. Complete Example bass at 1200 instead of 600.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 15:57:39 -04:00
kennethreitz de112e0d9f Idiomatic synth demos: strum, hold, drone, ensemble per instrument
Harp: arpeggiated hold. Harpsichord: baroque runs. Guitars: strum
chords. Piano: hold + melody. Cello: bowed ensemble=3. Sitar: drone
under melody. Banjo/uke: strum. Mandolin: tremolo. Strings: ensemble=8.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:36:30 -04:00
kennethreitz f469ad90f8 Add granular synth audio demo
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:33:05 -04:00
kennethreitz bab7f39304 Fix bass guitar demo: play in octave 2-3
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:29:21 -04:00
kennethreitz 62557ba534 Fix upright bass demo: play in octave 2-3 not 4-5
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:28:50 -04:00
kennethreitz 8b50a9c325 Audio demos for every synth: 34 waveform/instrument players
Every synth section in the docs now has an audio player.
Classic waveforms, FM, supersaw, and all 31 instrument synths
each play a C major arpeggio for easy comparison.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:27:56 -04:00
kennethreitz 7e9caac70b Update homepage + quickstart to rock example, match code to audio
Both pages now show the same rock beat example in G major with
piano, saw lead, triangle bass. Code and audio are in sync.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:15:27 -04:00
kennethreitz a0756b3172 v0.39.3: Audio samples in docs, numpy vectorization
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:11:23 -04:00
kennethreitz e3dd706032 Remove stale sequencing_bossa.wav (replaced by complete_rock.wav)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:05:19 -04:00
kennethreitz 9b412906bc Fix acid example, add basic chords audio, regenerate all 34 samples
All audio files: stereo, normalized, no issues.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 11:04:51 -04:00
kennethreitz 54e0421997 Fix acid legato example: drop pad envelope, add filter + distortion
The pad envelope has slow attack — wrong for fast acid lines.
Updated both the docs code and the audio generator.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:57:47 -04:00
kennethreitz 109343ad30 Replace bossa nova with rock in Complete Example, add arpeggio audio
Complete Example now uses rock beat with piano/saw/bass in G major.
Added audio player for the arpeggiator code example.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:53:06 -04:00
kennethreitz 28e84de566 Add legato/glide audio example to sequencing docs
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:50:55 -04:00
kennethreitz d353d64298 Add Polyphonic Hold section with audio example to sequencing docs
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:49:49 -04:00
kennethreitz 7ee02e7ed2 Fix audio samples to stereo WAV
save_wav was writing mono — now properly writes stereo from
render_score's (n_samples, 2) output. All 31 files regenerated.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:48:51 -04:00
kennethreitz a5c9a46eb2 Add ensemble= to strings, cellos, choir, pads in songs.py
String ensembles: 6-10 players. Cellos: 3 players.
Choir: 6 voices. Cathedral siren pad: 4 voices.
Makes everything sound fuller and more alive.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:39:51 -04:00
kennethreitz f9c63ec360 Add audio player to homepage, remove save_midi from example
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 10:37:18 -04:00
kennethreitz b9e88b77d8 Add audio for all world percussion, metal, cajón sections
28 audio samples total. Tabla (teental, keherwa, chakradar at fast
tempos), dhol, dholak, mridangam, metal blast, cajón. No labels
on stacked players.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 06:04:30 -04:00
kennethreitz 1910b09132 Add individual audio samples for all 4 Playing Patterns examples
Rock, bossa nova, salsa, and afrobeat each get their own audio player.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 05:55:11 -04:00
kennethreitz 0c5287450b Merge pull request #48 from kennethreitz/docs-audio
Audio samples in documentation
2026-03-29 05:51:38 -04:00
kennethreitz 5ac1873d83 Audio samples for all play_score() examples in docs
20 WAV files covering quickstart, sequencing, drums, playback,
and cookbook examples. Audio players embedded after every code
block that calls play_score().

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 05:51:25 -04:00
kennethreitz 9fafca2b08 Add audio samples for documentation
- docs/generate_audio.py renders 12 code examples as WAV files
- Audio players embedded in sequencing and drums docs via raw HTML
- Covers: piano hold, articulations, dynamics, filter ramp, rock,
  bossa nova, djembe, tabla, marching snare, ensemble, strum, swell
- WAV files gitignored — generated at build time

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 05:42:34 -04:00
kennethreitz af044f68ca Numpy vectorization: cached helpers, vectorized piano harmonics
- Cache time arrays and exp_decay envelopes (avoid reallocation)
- Cache drum hit renders (same sound at same length = same output)
- Vectorize piano_wave harmonic synthesis: 30 sin() calls in a
  Python loop → one 2D numpy.sin() operation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 05:25:52 -04:00
kennethreitz 60f697f846 Add song #33: Ensemble Showcase
Acid bass (ensemble=3), 16-player strings, tabla with solo and tihai,
8-player snare line, 6-player lead synth. Showcases ensemble, ramp,
LFO, sidechain, articulations, and dynamic curves.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 23:07:23 -04:00
kennethreitz 7d678e364e v0.39.2: Marching drumline, ensemble rendering, rudiments
Full marching percussion: snare, quads, pitched bass drums.
Part.flam(), Part.diddle(), Part.cheese() rudiment methods.
Part ensemble= for multi-player rendering with timing tendencies.
Sympathetic snare resonance. Updated docs.

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 17:12:32 -04:00
kennethreitz df00c3436d Docs: articulations, dynamic curves, Part.hit(), Duration arithmetic
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-28 15:24:21 -04:00
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All notable changes to PyTheory are documented here.
## 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()`,
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<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>
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@@ -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
View File
@@ -10,7 +10,7 @@ the genre -- they tell the listener's body how to move before a single
melodic note is played.
PyTheory includes a complete drum system -- 51 synthesized percussion
sounds, 85+ pattern presets across dozens of genres, and 30 fill presets.
sounds, 95+ pattern presets across dozens of genres, and 30 fill presets.
Every sound is generated from waveforms; no samples needed.
Drum Sounds
@@ -121,10 +121,18 @@ MRIDANGAM_THA (101)
**Djembe:** DJEMBE_BASS (102), DJEMBE_TONE (103), DJEMBE_SLAP (104)
**Cajón:** CAJON_SLAP (109), CAJON_TAP (110)
**Cajón:** CAJON_BASS (108), CAJON_SLAP (109), CAJON_TAP (110)
**Metal Kit:** METAL_KICK (105), METAL_SNARE (106), METAL_HAT (107)
**Marching Snare:** MARCH_SNARE (115), MARCH_RIMSHOT (116), MARCH_CLICK (118)
**Quads (Tenors):** QUAD_1 (119), QUAD_2 (120), QUAD_3 (121), QUAD_4 (122),
QUAD_SPOCK (123)
**Marching Bass:** BASS_1 (124), BASS_2 (125), BASS_3 (126), BASS_4 (127),
BASS_5 (80)
Drum Synthesis
--------------
@@ -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
-----------
+4
View File
@@ -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
View File
@@ -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
View File
@@ -47,6 +47,18 @@ A ``Duration`` represents a note length in beats (quarter note = 1 beat):
>>> Duration.TRIPLET_QUARTER.value
0.6666666666666666
Duration supports arithmetic — multiply, divide, and add to create
compound durations:
.. code-block:: pycon
>>> Duration.WHOLE * 2
8.0
>>> Duration.HALF + Duration.QUARTER
3.0
>>> Duration.WHOLE / 2
2.0
Time Signatures
---------------
@@ -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
--------
+180 -4
View File
@@ -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 +457,28 @@ 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>
Bass Guitar Synth
~~~~~~~~~~~~~~~~~
@@ -416,6 +488,10 @@ 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 +502,10 @@ 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 +516,10 @@ 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 +530,10 @@ 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 +544,10 @@ 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 +558,10 @@ 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 +572,10 @@ 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 +586,10 @@ 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 +600,10 @@ 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 +613,10 @@ 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 +627,10 @@ 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 +641,10 @@ 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 +655,10 @@ 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 +671,10 @@ 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 +686,10 @@ 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 +700,10 @@ 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 +714,10 @@ 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 +728,10 @@ 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 +742,10 @@ 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 +756,10 @@ 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 +771,10 @@ 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 +785,10 @@ 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 +799,10 @@ 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 +813,10 @@ 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 +827,10 @@ 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 +860,10 @@ 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>
Analog Oscillator Drift
~~~~~~~~~~~~~~~~~~~~~~~~
+20 -10
View File
@@ -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
View File
@@ -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":
+69
View File
@@ -0,0 +1,69 @@
"""Sprunki Simon Phase 1 — melody reference.
Notes transcribed from MIDI. Use as a base for arrangements.
Usage:
python examples/sprunki.py
"""
import sounddevice as sd
from pytheory import Score, Duration
from pytheory.play import render_score, SAMPLE_RATE
def sprunki_simon():
score = Score("4/4", bpm=200)
lead = score.part("lead", synth="square", envelope="pluck", volume=0.5,
lowpass=4500, detune=3, reverb=0.1)
# Phrase A
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("B4", 1.0)
lead.add("A4", 1.0)
lead.add("G4", 1.0)
lead.add("D4", 1.0)
# Phrase B
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("D4", 2.0)
lead.add("B3", 1.0)
lead.add("A3", 0.5)
lead.add("D4", 0.5)
# Phrase C
lead.add("E4", 1.0)
lead.add("G4", 1.0)
lead.rest(1.5)
lead.add("A4", 0.5)
lead.add("B4", 1.0)
lead.add("A4", 1.0)
lead.add("G4", 1.0)
lead.add("B4", 1.0)
# Phrase D
lead.add("A4", 2.0)
lead.add("G4", 1.0)
lead.add("E4", 1.0)
lead.add("B3", 2.0)
lead.add("D4", 2.0)
return score
if __name__ == "__main__":
score = sprunki_simon()
print(" Sprunki Simon Phase 1")
try:
buf = render_score(score)
sd.play(buf, SAMPLE_RATE)
sd.wait()
except KeyboardInterrupt:
sd.stop()
+1 -2
View File
@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.38.1"
version = "0.40.0"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
@@ -21,7 +21,6 @@ classifiers = [
"Programming Language :: Python :: 3.13",
]
dependencies = [
"numeral",
"sounddevice",
"scipy",
]
+2 -2
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.38.1"
__version__ = "0.40.0"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
@@ -23,7 +23,7 @@ __all__ = [
"PROGRESSIONS", "Chord", "Fretboard", "Fingering", "analyze_progression",
"System", "SYSTEMS", "TET", "CHARTS", "charts_for_fretboard",
"play", "save", "save_midi", "play_progression", "play_pattern",
"play_score", "Synth", "Envelope",
"play_score", "render_score", "Synth", "Envelope",
"Duration", "TimeSignature", "RhythmNote", "Rest", "Score", "Part",
"DrumSound", "Pattern", "Section", "INSTRUMENTS",
]
+37
View File
@@ -2,6 +2,43 @@ import math
REFERENCE_A = 440
# ── Roman numeral helpers (replaces `numeral` package) ───────────────────
_ROMAN_MAP = [
(1000, "M"), (900, "CM"), (500, "D"), (400, "CD"),
(100, "C"), (90, "XC"), (50, "L"), (40, "XL"),
(10, "X"), (9, "IX"), (5, "V"), (4, "IV"), (1, "I"),
]
_ROMAN_VALUES = {
"I": 1, "V": 5, "X": 10, "L": 50, "C": 100, "D": 500, "M": 1000,
}
def int2roman(n: int) -> str:
"""Convert an integer to an uppercase Roman numeral string."""
result = []
for value, numeral in _ROMAN_MAP:
while n >= value:
result.append(numeral)
n -= value
return "".join(result)
def roman2int(s: str) -> int:
"""Convert a Roman numeral string (case-insensitive) to an integer."""
s = s.upper()
total = 0
prev = 0
for ch in reversed(s):
val = _ROMAN_VALUES.get(ch, 0)
if val < prev:
total -= val
else:
total += val
prev = val
return total
# Index of C in the Western tone list (A=0, A#=1, B=2, C=3, ...).
# Scientific pitch notation changes octave at C, not A, so this offset
# is needed for all octave arithmetic.
+2 -2
View File
@@ -849,7 +849,7 @@ class Chord:
>>> Chord([D4, F4, A4]).analyze("C")
'ii'
"""
import numeral as numeral_mod
from ._statics import int2roman
from .scales import TonedScale
from .systems import SYSTEMS
from .tones import Tone
@@ -874,7 +874,7 @@ class Chord:
scale_names = [t.name for t in scale.tones[:-1]]
def _build_numeral(root, quality, degree_idx, prefix=""):
numeral_str = numeral_mod.int2roman(degree_idx + 1, only_ascii=True)
numeral_str = int2roman(degree_idx + 1)
suffix = ""
if "minor" in quality:
numeral_str = numeral_str.lower()
+573 -169
View File
@@ -358,27 +358,42 @@ def piano_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
# Harmonics with the metallic spectral shape of steel strings
n_harmonics = min(15, int((SAMPLE_RATE / 2) / hz))
# Vectorized harmonic synthesis — all harmonics at once
harmonics = numpy.arange(1, n_harmonics + 1, dtype=numpy.float64)
# Piano spectral shape as array
amps = numpy.zeros(n_harmonics, dtype=numpy.float64)
amps[0] = 1.0
if n_harmonics > 1:
amps[1] = 0.7 + 0.15 * brightness
if n_harmonics > 2:
amps[2] = 0.45 + 0.2 * brightness
for i in range(3, min(6, n_harmonics)):
amps[i] = (0.25 + 0.15 * brightness) / (i + 1)
for i in range(6, n_harmonics):
amps[i] = (0.1 + 0.1 * brightness) / ((i + 1) ** 2)
# Per-harmonic decay rates
h_decay_rates = (1.5 - 0.5 * brightness) * (harmonics - 1)
# Random phases
phases = rng.uniform(0, 2 * numpy.pi, n_harmonics)
for string_hz in [hz, hz2]:
for n in range(1, n_harmonics + 1):
f_n = string_hz * n
if f_n >= SAMPLE_RATE / 2:
break
# Piano spectral shape: strong 1-3, then falling
# Upper register has more prominent harmonics (brighter)
if n == 1:
amp = 1.0
elif n == 2:
amp = 0.7 + 0.15 * brightness
elif n == 3:
amp = 0.45 + 0.2 * brightness
elif n <= 6:
amp = (0.25 + 0.15 * brightness) / n
else:
amp = (0.1 + 0.1 * brightness) / (n * n)
# Higher harmonics decay faster, but less so in upper register
h_decay = decay * numpy.exp(-(1.5 - 0.5 * brightness) * (n - 1) * t)
phase = rng.uniform(0, 2 * numpy.pi)
wave += amp * numpy.sin(2 * numpy.pi * f_n * t + phase) * h_decay
freqs = string_hz * harmonics # (n_harmonics,)
# Mask out harmonics above Nyquist
valid = freqs < SAMPLE_RATE / 2
if not valid.any():
continue
v_freqs = freqs[valid]
v_amps = amps[valid]
v_rates = h_decay_rates[valid]
v_phases = phases[valid]
# 2D: (n_valid, n_samples) — one sin() call for all harmonics
phase_matrix = 2 * numpy.pi * v_freqs[:, numpy.newaxis] * t[numpy.newaxis, :] + v_phases[:, numpy.newaxis]
decay_matrix = decay[numpy.newaxis, :] * numpy.exp(-v_rates[:, numpy.newaxis] * t[numpy.newaxis, :])
wave += (v_amps[:, numpy.newaxis] * numpy.sin(phase_matrix) * decay_matrix).sum(axis=0)
wave *= 0.5
@@ -401,6 +416,68 @@ def piano_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
return (peak * wave).astype(numpy.int16)
def rhodes_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""Rhodes electric piano — tine struck by hammer, electromagnetic pickup.
The Rhodes sound comes from a rubber-tipped hammer hitting a thin
steel tine next to a tonebar. The tine vibrates near an electromagnetic
pickup (like a guitar pickup), producing a warm, bell-like tone with:
1. Strong fundamental + 2nd harmonic (tine character)
2. Bright metallic attack that mellows quickly (hammer on tine)
3. Bell-like inharmonic partials on soft hits, bark on hard hits
4. Asymmetric waveform from the pickup's nonlinear response
"""
t = numpy.arange(n_samples, dtype=numpy.float64) / SAMPLE_RATE
rng = numpy.random.default_rng(int(hz * 100) % 2**31)
# Two-stage decay: quick initial drop, then long sustain
decay = numpy.where(t < 0.15,
numpy.exp(-4.0 * t),
numpy.exp(-4.0 * 0.15) * numpy.exp(-1.2 * (t - 0.15)))
wave = numpy.zeros(n_samples, dtype=numpy.float64)
# Brightness scales with pitch
brightness = numpy.clip((hz - 65) / 800, 0.0, 1.0)
# Tine harmonics — strong fundamental, prominent 2nd, bell-like upper
tine_harmonics = [
(1, 1.0), # fundamental
(2, 0.6 + 0.15 * brightness), # 2nd — the Rhodes character
(3, 0.15 + 0.1 * brightness), # 3rd — adds warmth
(4, 0.08 + 0.08 * brightness), # 4th — bell quality
(5, 0.04), # 5th — subtle shimmer
(6, 0.02), # 6th
]
for n, amp in tine_harmonics:
f_n = hz * n
if f_n >= SAMPLE_RATE / 2:
break
# Higher harmonics decay faster
h_decay = decay * numpy.exp(-(0.8 + 0.3 * brightness) * (n - 1) * t)
phase = rng.uniform(0, 2 * numpy.pi)
wave += amp * numpy.sin(2 * numpy.pi * f_n * t + phase) * h_decay
# Hammer-on-tine transient — bright metallic click
click_len = min(int(SAMPLE_RATE * 0.008), n_samples)
click_t = numpy.arange(click_len, dtype=numpy.float64) / SAMPLE_RATE
# Inharmonic tine ring at attack (bell partials)
click = (numpy.sin(2 * numpy.pi * hz * 5.3 * click_t) * 0.15 +
numpy.sin(2 * numpy.pi * hz * 7.1 * click_t) * 0.08)
click *= numpy.exp(-numpy.linspace(0, 20, click_len))
wave[:click_len] += click
# Subtle asymmetry from pickup nonlinearity (soft saturation)
wave = numpy.tanh(wave * 1.2) / 1.2
mx = numpy.abs(wave).max()
if mx > 0:
wave /= mx
return (peak * wave).astype(numpy.int16)
def bass_guitar_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""Bass guitar — plucked thick string with magnetic pickup.
@@ -718,45 +795,62 @@ def cello_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
def harp_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
"""Harp — plucked string with large resonant soundboard.
"""Harp — pure, singing tone with gentle pluck and long sustain.
Warmer than guitar, longer sustain, with the distinctive
"bloom" as the soundboard absorbs and re-radiates energy.
Nylon/gut strings on a large resonant frame. The tone is warm
and clean mostly fundamental with gentle upper harmonics that
decay faster, leaving a pure singing sustain.
"""
period = int(SAMPLE_RATE / hz)
if period < 2:
period = 2
t = numpy.arange(n_samples, dtype=numpy.float64) / SAMPLE_RATE
rng = numpy.random.default_rng(int(hz * 100) % 2**31)
# Soft pluck — fingers, not pick
buf = rng.uniform(-0.5, 0.5, period).astype(numpy.float64)
for _ in range(3):
# Long, gentle decay
decay = numpy.exp(-1.5 * t)
wave = numpy.zeros(n_samples, dtype=numpy.float64)
# Clean harmonics — strong fundamental, gentle upper partials
n_harmonics = min(10, int((SAMPLE_RATE / 2) / hz))
for n in range(1, n_harmonics + 1):
f_n = hz * n
if f_n >= SAMPLE_RATE / 2:
break
# Fundamental dominates, upper partials gentle and fast-decaying
if n == 1:
amp = 1.0
elif n == 2:
amp = 0.3
elif n == 3:
amp = 0.15
else:
amp = 0.06 / n
h_decay = decay * numpy.exp(-1.5 * (n - 1) * t)
phase = rng.uniform(0, 2 * numpy.pi)
wave += amp * numpy.sin(2 * numpy.pi * f_n * t + phase) * h_decay
# Karplus-Strong pluck transient — just the first ~50ms
# Gives the finger-on-string attack, then the pure tone takes over
period = max(2, int(SAMPLE_RATE / hz))
ks_rng = numpy.random.default_rng(int(hz * 77) % 2**31)
ks_buf = ks_rng.uniform(-0.3, 0.3, period).astype(numpy.float64)
# Pre-filter for soft finger pluck
for _ in range(4):
for k in range(period - 1):
buf[k] = 0.6 * buf[k] + 0.4 * buf[k + 1]
ks_buf[k] = 0.6 * ks_buf[k] + 0.4 * ks_buf[k + 1]
pluck_len = min(int(SAMPLE_RATE * 0.05), n_samples)
pluck = numpy.zeros(pluck_len, dtype=numpy.float64)
for i in range(pluck_len):
pluck[i] = ks_buf[i % period]
nxt = (i + 1) % period
ks_buf[i % period] = 0.5 * (ks_buf[i % period] + ks_buf[nxt])
# Fade the KS pluck out quickly so the pure tone takes over
pluck *= numpy.exp(-numpy.linspace(0, 8, pluck_len)) * 0.4
wave[:pluck_len] += pluck
out = numpy.zeros(n_samples, dtype=numpy.float64)
for i in range(n_samples):
out[i] = buf[i % period]
next_idx = (i + 1) % period
# Long sustain — harp strings ring
buf[i % period] = 0.5 * (buf[i % period] + buf[next_idx]) * 0.9995
# Large soundboard resonance — bloom effect
for center, bw, gain in [(150, 60, 0.3), (350, 100, 0.25), (700, 150, 0.15)]:
lo = max(20, center - bw)
hi = min(SAMPLE_RATE // 2 - 1, center + bw)
if lo < hi:
bp, ap = scipy.signal.butter(2, [lo, hi], btype='band', fs=SAMPLE_RATE)
out += scipy.signal.lfilter(bp, ap, out) * gain
# Warm rolloff
bl, al = scipy.signal.butter(2, min(5000, hz * 10), btype='low', fs=SAMPLE_RATE)
out = scipy.signal.lfilter(bl, al, out)
mx = numpy.abs(out).max()
mx = numpy.abs(wave).max()
if mx > 0:
out /= mx
return (peak * out).astype(numpy.int16)
wave /= mx
return (peak * wave).astype(numpy.int16)
def upright_bass_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
@@ -817,11 +911,19 @@ def timpani_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
wave += numpy.sin(2 * numpy.pi * hz * 1.99 * t) * 0.2 * numpy.exp(-10 * t)
wave += numpy.sin(2 * numpy.pi * hz * 2.44 * t) * 0.1 * numpy.exp(-15 * t)
# Two-stage decay: initial thump fades fast, fundamental rings
decay = numpy.where(t < 0.15,
numpy.exp(-4 * t),
numpy.exp(-4 * 0.15) * numpy.exp(-1.5 * (t - 0.15)))
wave *= decay
# Two-stage decay: thump fades, but fundamental SUSTAINS long
# This is what makes the "oooh" — the fundamental rings and rings,
# so rapid hits in a roll stack into a singing resonance
thump_decay = numpy.exp(-6 * t) # upper modes die fast
fund_decay = numpy.exp(-0.35 * t) # fundamental sustains very long
# Apply different decays: fundamental gets long sustain
fund = numpy.sin(2 * numpy.pi * hz * t) * 0.8 * fund_decay
upper = (numpy.sin(2 * numpy.pi * hz * 1.5 * t) * 0.35 * numpy.exp(-6 * t) +
numpy.sin(2 * numpy.pi * hz * 1.99 * t) * 0.2 * numpy.exp(-10 * t) +
numpy.sin(2 * numpy.pi * hz * 2.44 * t) * 0.1 * numpy.exp(-15 * t))
upper *= thump_decay
wave = fund + upper
# Felt mallet impact — warm, not sharp
mallet_len = min(int(SAMPLE_RATE * 0.02), n_samples)
@@ -830,12 +932,11 @@ def timpani_wave(hz, peak=SAMPLE_PEAK, n_samples=SAMPLE_RATE):
mallet *= numpy.exp(-numpy.linspace(0, 8, mallet_len))
wave[:mallet_len] += mallet
# Copper kettle resonance — boosts low-mids
import scipy.signal as _sig
lo, hi = max(20, int(hz * 0.7)), min(SAMPLE_RATE // 2 - 1, int(hz * 2))
# Copper kettle resonance — boosts the fundamental ring
lo, hi = max(20, int(hz * 0.7)), min(SAMPLE_RATE // 2 - 1, int(hz * 1.3))
if lo < hi:
bp, ap = _sig.butter(2, [lo, hi], btype='band', fs=SAMPLE_RATE)
kettle = _sig.lfilter(bp, ap, wave) * 0.3
bp, ap = scipy.signal.butter(2, [lo, hi], btype='band', fs=SAMPLE_RATE)
kettle = scipy.signal.lfilter(bp, ap, wave) * 0.4
wave += kettle
mx = numpy.abs(wave).max()
@@ -1857,7 +1958,7 @@ _SYNTH_FUNCTIONS = {
"noise": noise_wave, "supersaw": supersaw_wave,
"pwm_slow": pwm_slow_wave, "pwm_fast": pwm_fast_wave,
"pluck_synth": pluck_wave, "organ_synth": organ_wave,
"strings_synth": strings_wave, "piano_synth": piano_wave,
"strings_synth": strings_wave, "piano_synth": piano_wave, "rhodes_synth": rhodes_wave,
"bass_guitar_synth": bass_guitar_wave, "flute_synth": flute_wave,
"trumpet_synth": trumpet_wave, "clarinet_synth": clarinet_wave,
"marimba_synth": marimba_wave, "oboe_synth": oboe_wave,
@@ -1995,16 +2096,32 @@ def _noise(n_samples):
return numpy.random.uniform(-1.0, 1.0, n_samples).astype(numpy.float32)
# ── Cached helpers for hot paths ──────────────────────────────────────────
_time_cache = {}
def _get_time_array(n_samples):
"""Cached time array — avoids reallocation on every synth call."""
if n_samples not in _time_cache:
_time_cache[n_samples] = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
return _time_cache[n_samples]
def _sine_f32(hz, n_samples):
"""Float32 sine wave, normalized to ±1."""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
return numpy.sin(2 * numpy.pi * hz * t)
return numpy.sin(2 * numpy.pi * hz * _get_time_array(n_samples))
_decay_cache = {}
def _exp_decay(n_samples, decay_rate):
"""Exponential decay envelope from 1→0."""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
return numpy.exp(-decay_rate * t)
"""Exponential decay envelope from 1→0. Cached."""
key = (n_samples, decay_rate)
if key not in _decay_cache:
_decay_cache[key] = numpy.exp(-decay_rate * _get_time_array(n_samples))
return _decay_cache[key]
def _synth_kick(n_samples):
@@ -2426,34 +2543,36 @@ def _synth_tabla_ke(n_samples):
def _synth_dhol_dagga(n_samples):
"""Dhol dagga — heavy bass side hit with thick stick.
"""Dhol dagga — thunderous bass side hit with thick stick.
The dhol's bass head is thick goatskin, hit with a heavy curved
stick (dagga). Massive low-end punch, the sound of bhangra.
stick (dagga). Massive, thunderous low-end the kind of hit
you feel in your chest before you hear it.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Heavy membrane thud
thump_len = min(int(SAMPLE_RATE * 0.08), n_samples)
# Heavy membrane thud — longer, wider band
thump_len = min(int(SAMPLE_RATE * 0.12), n_samples)
thump_raw = _noise(thump_len)
if thump_len > 20:
bl, al = scipy.signal.butter(2, [30, 180], btype='band', fs=SAMPLE_RATE)
bl, al = scipy.signal.butter(2, [25, 150], btype='band', fs=SAMPLE_RATE)
thump = scipy.signal.lfilter(bl, al, numpy.pad(thump_raw, (0, max(0, n_samples - thump_len))))[:thump_len]
else:
thump = thump_raw
thump *= _exp_decay(thump_len, 15) * 1.0
# Deep pitched body — lower than tabla bayan
freq = 50 + 60 * numpy.exp(-20 * t)
thump *= _exp_decay(thump_len, 10) * 1.2
# Deep pitched body with pitch sweep — thunderous boom
freq = 45 + 80 * numpy.exp(-15 * t)
phase = 2 * numpy.pi * numpy.cumsum(freq) / SAMPLE_RATE
body = numpy.sin(phase) * _exp_decay(n_samples, 8) * 0.9
# Sub boom
sub = _sine_f32(35, n_samples) * _exp_decay(n_samples, 10) * 0.6
# Stick attack — heavier than tabla palm
click_len = min(200, n_samples)
click = _noise(click_len) * _exp_decay(click_len, 60) * 0.5
result = body + sub
body = numpy.sin(phase) * _exp_decay(n_samples, 5) * 1.0
# Massive sub boom — sustained
sub = _sine_f32(30, n_samples) * _exp_decay(n_samples, 4) * 0.8
sub2 = _sine_f32(45, n_samples) * _exp_decay(n_samples, 6) * 0.5
# Heavy stick impact
click_len = min(300, n_samples)
click = _noise(click_len) * _exp_decay(click_len, 40) * 0.6
result = body + sub + sub2
result[:thump_len] += thump
result[:click_len] += click
return numpy.tanh(result * 1.5)
return numpy.tanh(result * 1.8)
def _synth_dhol_tilli(n_samples):
@@ -2485,10 +2604,10 @@ def _synth_dhol_tilli(n_samples):
def _synth_dhol_both(n_samples):
"""Dhol both sides — full power bhangra hit."""
dagga = _synth_dhol_dagga(n_samples) * 0.6
tilli = _synth_dhol_tilli(n_samples) * 0.5
return numpy.tanh(dagga + tilli)
"""Dhol both sides — full power bhangra hit. Thunderous."""
dagga = _synth_dhol_dagga(n_samples) * 0.7
tilli = _synth_dhol_tilli(n_samples) * 0.45
return numpy.tanh((dagga + tilli) * 1.2)
def _synth_dholak_ge(n_samples):
@@ -2673,62 +2792,91 @@ def _synth_doumbek_ka(n_samples):
def _synth_cajon_bass(n_samples):
"""Cajón bass — palm strike on center of the face.
"""Cajón bass — open palm slaps the center of the plywood face.
Deep woody thump. The box resonates like a bass drum but with
a warmer, more wooden character.
Two sounds happening at once: the fleshy THUD of the palm
hitting wood, then the box resonating. The hand sound is
a soft, round impact skin on plywood followed by the
hollow chamber boom.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Wooden box thump
thump_len = min(int(SAMPLE_RATE * 0.06), n_samples)
# HAND IMPACT — fleshy palm on wood, round and thuddy
hand_len = min(int(SAMPLE_RATE * 0.015), n_samples)
hand_raw = _noise(hand_len)
if hand_len > 10:
# Lowpassed — palm is soft, not bright
bl, al = scipy.signal.butter(2, 1500 / (SAMPLE_RATE / 2), btype='low')
hand = scipy.signal.lfilter(bl, al, numpy.pad(hand_raw, (0, max(0, n_samples - hand_len))))[:hand_len].astype(numpy.float32)
else:
hand = hand_raw
hand *= _exp_decay(hand_len, 100) * 1.0
# BOX RESONANCE — hollow chamber thud
body = numpy.sin(2 * numpy.pi * 75 * t) * _exp_decay(n_samples, 5) * 0.7
box1 = numpy.sin(2 * numpy.pi * 170 * t) * _exp_decay(n_samples, 10) * 0.4
box2 = numpy.sin(2 * numpy.pi * 300 * t) * _exp_decay(n_samples, 16) * 0.2
# Panel flex — deep sub thud
sub = _sine_f32(45, n_samples) * _exp_decay(n_samples, 6) * 0.5
# Broader thump from the air cavity
thump_len = min(int(SAMPLE_RATE * 0.1), n_samples)
thump_raw = _noise(thump_len)
import scipy.signal as _sig
if thump_len > 20:
bl, al = _sig.butter(2, [40, 200], btype='band', fs=SAMPLE_RATE)
thump = _sig.lfilter(bl, al, numpy.pad(thump_raw, (0, max(0, n_samples - thump_len))))[:thump_len].astype(numpy.float32)
bl, al = scipy.signal.butter(2, [40, 350], btype='band', fs=SAMPLE_RATE)
thump = scipy.signal.lfilter(bl, al, numpy.pad(thump_raw, (0, max(0, n_samples - thump_len))))[:thump_len].astype(numpy.float32)
else:
thump = thump_raw
thump *= _exp_decay(thump_len, 18) * 0.8
body = numpy.sin(2 * numpy.pi * 70 * t) * _exp_decay(n_samples, 7) * 0.8
sub = _sine_f32(45, n_samples) * _exp_decay(n_samples, 9) * 0.4
click_len = min(200, n_samples)
click = _noise(click_len) * _exp_decay(click_len, 45) * 0.3
result = body + sub
thump *= _exp_decay(thump_len, 12) * 0.6
result = body + box1 + box2 + sub
result[:thump_len] += thump
result[:click_len] += click
return numpy.tanh(result * 1.3).astype(numpy.float32)
def _synth_cajon_slap(n_samples):
"""Cajón slap — fingers near the top edge, snare wires buzz.
Bright crack with a buzzy rattle from the internal snare wires.
The signature cajón sound like a snare but woodier.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Snare wire buzz
wire = _noise(n_samples) * _exp_decay(n_samples, 18) * 0.6
import scipy.signal as _sig
bl, al = _sig.butter(2, [1500, 6000], btype='band', fs=SAMPLE_RATE)
wire = _sig.lfilter(bl, al, wire).astype(numpy.float32) * 1.2
# Wood body
body = numpy.sin(2 * numpy.pi * 200 * t) * _exp_decay(n_samples, 22) * 0.4
# Sharp slap
slap_len = min(int(SAMPLE_RATE * 0.008), n_samples)
slap = _noise(slap_len) * _exp_decay(slap_len, 200) * 0.8
result = body + wire
result[:slap_len] += slap
result[:hand_len] += hand
return numpy.tanh(result * 1.5).astype(numpy.float32)
def _synth_cajon_slap(n_samples):
"""Cajón slap — fingers near the top edge, pure wood crack.
No snare wires. Just the sharp crack of fingers on the plywood
edge with the box resonance underneath. Dry and woody.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Wood panel resonance — boxy mid
body = numpy.sin(2 * numpy.pi * 240 * t) * _exp_decay(n_samples, 28) * 0.4
box = numpy.sin(2 * numpy.pi * 400 * t) * _exp_decay(n_samples, 38) * 0.2
box2 = numpy.sin(2 * numpy.pi * 600 * t) * _exp_decay(n_samples, 50) * 0.1
# Sharp edge slap — fingers on plywood
slap_len = min(int(SAMPLE_RATE * 0.004), n_samples)
slap = _noise(slap_len) * _exp_decay(slap_len, 300) * 1.0
result = body + box + box2
result[:slap_len] += slap
return numpy.tanh(result * 1.8).astype(numpy.float32)
def _synth_cajon_slap_snare(n_samples):
"""Cajón slap with snare wires — the buzzy version.
Same edge slap but with internal snare wires rattling.
"""
wood = _synth_cajon_slap(n_samples)
# Add snare wire buzz on top
wire_len = min(int(SAMPLE_RATE * 0.06), n_samples)
wire = _noise(wire_len) * _exp_decay(wire_len, 20) * 0.45
if wire_len > 20:
bl, al = scipy.signal.butter(2, [1500, 5000], btype='band', fs=SAMPLE_RATE)
wire = scipy.signal.lfilter(bl, al, numpy.pad(wire, (0, max(0, n_samples - wire_len))))[:wire_len].astype(numpy.float32)
result = wood.copy()
result[:wire_len] += wire
return numpy.tanh(result * 1.2).astype(numpy.float32)
def _synth_cajon_tap(n_samples):
"""Cajón tap — light fingertip on the face. Ghost note."""
n = min(n_samples, int(SAMPLE_RATE * 0.04))
"""Cajón tap — light fingertip on the plywood face. Ghost note."""
n = min(n_samples, int(SAMPLE_RATE * 0.05))
t = numpy.arange(n, dtype=numpy.float32) / SAMPLE_RATE
tap = numpy.sin(2 * numpy.pi * 300 * t) * _exp_decay(n, 35) * 0.3
pop = _noise(min(50, n)) * _exp_decay(min(50, n), 250) * 0.5
result = tap
result[:min(50, n)] += pop
# Finger on wood — hollow tap
tap = numpy.sin(2 * numpy.pi * 280 * t) * _exp_decay(n, 40) * 0.3
box = numpy.sin(2 * numpy.pi * 450 * t) * _exp_decay(n, 55) * 0.12
pop = _noise(min(60, n)) * _exp_decay(min(60, n), 200) * 0.4
result = tap + box
result[:min(60, n)] += pop
out = numpy.zeros(n_samples, dtype=numpy.float32)
out[:n] = numpy.tanh(result * 1.5)
return out
@@ -2796,6 +2944,151 @@ def _synth_metal_hat(n_samples):
return out
def _synth_march_snare(n_samples):
"""Marching snare — ultra-tight kevlar head, high and crisp.
Higher pitched than a kit snare. Very short decay all attack,
no sustain. Tight snare wires give a brief sizzle.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Higher-pitched body — tight kevlar pops high
body = numpy.sin(2 * numpy.pi * 450 * t) * _exp_decay(n_samples, 60) * 0.4
body2 = numpy.sin(2 * numpy.pi * 700 * t) * _exp_decay(n_samples, 75) * 0.2
# Sharp stick pop
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.2
# Very tight snare sizzle — higher band, shorter
buzz_len = min(int(SAMPLE_RATE * 0.025), n_samples)
buzz_raw = _noise(buzz_len)
if buzz_len > 20:
bl, al = scipy.signal.butter(2, [3500, 8000], btype='band', fs=SAMPLE_RATE)
buzz = scipy.signal.lfilter(bl, al, numpy.pad(buzz_raw, (0, max(0, n_samples - buzz_len))))[:buzz_len]
else:
buzz = buzz_raw
buzz *= _exp_decay(buzz_len, 50) * 0.35
result = body + body2
result[:click_len] += click
result[:buzz_len] += buzz
return numpy.tanh(result * 2.8)
def _synth_march_rimshot(n_samples):
"""Marching rimshot — woody metallic crack.
The stick catches the rim you get the full snare hit plus
a bright, woody-metallic crack from the aluminum rim. Short
ring that dies fast but gives it that cutting edge.
"""
wave = _synth_march_snare(n_samples)
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Rim crack — bright but short, woody-metallic character
rim = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 45) * 0.35
rim2 = numpy.sin(2 * numpy.pi * 2200 * t) * _exp_decay(n_samples, 55) * 0.2
# Hard transient pop
pop_len = min(int(SAMPLE_RATE * 0.002), n_samples)
pop = _noise(pop_len) * _exp_decay(pop_len, 350) * 1.5
# Extra body punch
punch = numpy.sin(2 * numpy.pi * 500 * t) * _exp_decay(n_samples, 65) * 0.3
result = wave * 1.4 + rim + rim2 + punch
result[:pop_len] += pop
return numpy.tanh(result * 2.0)
def _synth_march_click(n_samples):
"""Stick click — taped hickory sticks clocked together.
Bright wood-on-wood with a slightly dampened attack from the
electrical tape. Not as ringy as a clave the tape absorbs
some of the high overtones but still bright and snappy.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Wood resonance — brighter than before, but tape dampens ring
body = numpy.sin(2 * numpy.pi * 1100 * t) * _exp_decay(n_samples, 65) * 0.45
body2 = numpy.sin(2 * numpy.pi * 1800 * t) * _exp_decay(n_samples, 80) * 0.25
# Woody overtone — gives it that hickory character
body3 = numpy.sin(2 * numpy.pi * 2600 * t) * _exp_decay(n_samples, 95) * 0.12
# Bright but slightly muffled transient (tape on wood)
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click_raw = _noise(click_len)
if click_len > 10:
bl, al = scipy.signal.butter(2, [800, 7000], btype='band', fs=SAMPLE_RATE)
click = scipy.signal.lfilter(bl, al, numpy.pad(click_raw, (0, max(0, n_samples - click_len))))[:click_len]
else:
click = click_raw
click *= _exp_decay(click_len, 350) * 0.9
result = body + body2 + body3
result[:click_len] += click
return numpy.tanh(result * 2.8)
def _synth_quad(n_samples, pitch=300):
"""Marching tenor/quad drum — tuned mylar head, bright and ringy.
Quads have a distinctive metallic ting from the high-tension
mylar head and aluminum shell. More ring than a kit tom,
brighter attack, clear pitch.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Pitched body — more ring/sustain than snare
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 22) * 0.5
# Metallic overtones — the ting
ting = numpy.sin(2 * numpy.pi * pitch * 2.3 * t) * _exp_decay(n_samples, 35) * 0.25
ting2 = numpy.sin(2 * numpy.pi * pitch * 3.1 * t) * _exp_decay(n_samples, 45) * 0.12
# Shell ring
shell = numpy.sin(2 * numpy.pi * pitch * 4.7 * t) * _exp_decay(n_samples, 55) * 0.06
# Sharp stick attack
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 0.8
result = body + ting + ting2 + shell
result[:click_len] += click
return numpy.tanh(result * 2.5)
def _synth_quad_spock(n_samples):
"""Quad spock — rim shot on the tenor shell. Bright, ringy, cutting."""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
ring = numpy.sin(2 * numpy.pi * 1400 * t) * _exp_decay(n_samples, 40) * 0.5
ring2 = numpy.sin(2 * numpy.pi * 2100 * t) * _exp_decay(n_samples, 55) * 0.25
click_len = min(int(SAMPLE_RATE * 0.001), n_samples)
click = _noise(click_len) * _exp_decay(click_len, 400) * 1.0
result = ring + ring2
result[:click_len] += click
return numpy.tanh(result * 2.8)
def _synth_march_bass(n_samples, pitch=60):
"""Marching bass drum — deep, boomy, pitched, felt beater thwack.
The beater hitting the head is a big part of the sound a round,
pillowy thwack followed by the deep pitched boom. More beater
sound than a kit bass drum because marching bass drums project
outward.
"""
t = numpy.arange(n_samples, dtype=numpy.float32) / SAMPLE_RATE
# Deep pitched body — sustains and rings
body = numpy.sin(2 * numpy.pi * pitch * t) * _exp_decay(n_samples, 10) * 0.7
body2 = numpy.sin(2 * numpy.pi * pitch * 2 * t) * _exp_decay(n_samples, 16) * 0.2
# Sub thump
sub = numpy.sin(2 * numpy.pi * pitch * 0.5 * t) * _exp_decay(n_samples, 8) * 0.3
# BIG beater thwack — dominant part of the attack
thwack_len = min(int(SAMPLE_RATE * 0.025), n_samples)
thwack_raw = _noise(thwack_len)
if thwack_len > 10:
bl, al = scipy.signal.butter(2, [150, 2500], btype='band', fs=SAMPLE_RATE)
thwack = scipy.signal.lfilter(bl, al, numpy.pad(thwack_raw, (0, max(0, n_samples - thwack_len))))[:thwack_len]
else:
thwack = thwack_raw
thwack *= _exp_decay(thwack_len, 55) * 1.5
# Head slap — the mylar flexing on impact
slap_len = min(int(SAMPLE_RATE * 0.008), n_samples)
slap = numpy.sin(2 * numpy.pi * pitch * 3 * numpy.arange(slap_len, dtype=numpy.float32) / SAMPLE_RATE)
slap *= _exp_decay(slap_len, 90) * 0.4
result = body + body2 + sub
result[:thwack_len] += thwack
result[:slap_len] += slap
return numpy.tanh(result * 2.0)
def _synth_tabla_ge_bend(n_samples):
"""Tabla Ge with upward pitch bend — palm pressing into bayan head.
@@ -3007,15 +3300,45 @@ def _render_drum_hit(sound_value, n_samples):
# Cajon
DrumSound.CAJON_BASS.value: lambda n: _synth_cajon_bass(n),
DrumSound.CAJON_SLAP.value: lambda n: _synth_cajon_slap(n),
DrumSound.CAJON_SLAP_SNARE.value: lambda n: _synth_cajon_slap_snare(n),
DrumSound.CAJON_TAP.value: lambda n: _synth_cajon_tap(n),
# Metal kit
DrumSound.METAL_KICK.value: lambda n: _synth_metal_kick(n),
DrumSound.METAL_SNARE.value: lambda n: _synth_metal_snare(n),
DrumSound.METAL_HAT.value: lambda n: _synth_metal_hat(n),
# Marching
DrumSound.MARCH_SNARE.value: lambda n: _synth_march_snare(n),
DrumSound.MARCH_RIMSHOT.value: lambda n: _synth_march_rimshot(n),
DrumSound.MARCH_CLICK.value: lambda n: _synth_march_click(n),
# Quads (tenor drums) — pitched high to low
DrumSound.QUAD_1.value: lambda n: _synth_quad(n, pitch=400),
DrumSound.QUAD_2.value: lambda n: _synth_quad(n, pitch=330),
DrumSound.QUAD_3.value: lambda n: _synth_quad(n, pitch=270),
DrumSound.QUAD_4.value: lambda n: _synth_quad(n, pitch=220),
DrumSound.QUAD_SPOCK.value: lambda n: _synth_quad_spock(n),
# Marching bass drums — pitched high to low
DrumSound.BASS_1.value: lambda n: _synth_march_bass(n, pitch=90),
DrumSound.BASS_2.value: lambda n: _synth_march_bass(n, pitch=75),
DrumSound.BASS_3.value: lambda n: _synth_march_bass(n, pitch=62),
DrumSound.BASS_4.value: lambda n: _synth_march_bass(n, pitch=52),
DrumSound.BASS_5.value: lambda n: _synth_march_bass(n, pitch=42),
}
renderer = _dispatch.get(sound_value, lambda n: _synth_clave(n))
return renderer(n_samples)
result = renderer(n_samples)
return result
# Drum hit cache — same sound at same length sounds identical
_drum_cache = {}
def _render_drum_hit_cached(sound_value, n_samples):
"""Cached version of _render_drum_hit for pattern playback."""
key = (sound_value, n_samples)
if key not in _drum_cache:
_drum_cache[key] = _render_drum_hit(sound_value, n_samples)
return _drum_cache[key].copy() # copy so callers can mutate
def _render_pattern(pattern, bpm=120):
@@ -3039,7 +3362,7 @@ def _render_pattern(pattern, bpm=120):
remaining = total_samples - start
# Render each hit for up to 0.5 seconds
hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
wave = _render_drum_hit(hit.sound.value, hit_len)
wave = _render_drum_hit_cached(hit.sound.value, hit_len)
vel_scale = hit.velocity / 127.0
buf[start:start + hit_len] += wave * vel_scale
@@ -4316,12 +4639,6 @@ def _render_notes_to_buf(notes, buf, samples_per_beat, total_samples,
vel_cutoff = vel_to_filter * vel_scale + 1000
mixed = _apply_lowpass(mixed, vel_cutoff, q=filter_q)
end = min(start + len(mixed), total_samples)
# Choke: fade out any existing signal at this point
# so new notes don't pile up on previous tails
choke_len = min(int(SAMPLE_RATE * 0.003), start)
if choke_len > 0:
fade = numpy.linspace(1.0, 0.0, choke_len).astype(numpy.float32)
buf[start - choke_len:start] *= fade
buf[start:end] += mixed[:end - start] * volume * vel_scale
# Spread detuned oscillators into stereo L/R
if detune_up is not None and stereo_buf is not None:
@@ -4496,35 +4813,71 @@ def render_score(score):
synth_kwargs["mod_index"] = part.fm_index
_temperament = getattr(score, 'temperament', 'equal')
_ref_pitch = getattr(score, 'reference_pitch', 440.0)
if part.legato:
_render_legato_to_buf(
part.notes, part_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
glide_time=part.glide, swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
temperament=_temperament, reference_pitch=_ref_pitch)
else:
_render_notes_to_buf(
part.notes, part_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
humanize=part.humanize,
detune=part.detune,
spread=part.spread,
stereo_buf=stereo_buf,
sub_osc=part.sub_osc,
noise_mix=part.noise_mix,
filter_attack=part.filter_attack,
filter_decay=part.filter_decay,
filter_sustain=part.filter_sustain,
filter_amount=part.filter_amount,
vel_to_filter=part.vel_to_filter,
filter_q=part.lowpass_q,
synth_kwargs=synth_kwargs,
temperament=_temperament,
reference_pitch=_ref_pitch,
analog=part.analog)
n_ensemble = max(1, getattr(part, 'ensemble', 1))
for _ens_i in range(n_ensemble):
# Each ensemble voice gets its own buffer
ens_buf = part_buf if n_ensemble == 1 else numpy.zeros(total_samples, dtype=numpy.float32)
# Ensemble voices get micro-variations
ens_humanize = part.humanize
ens_analog = part.analog
if n_ensemble > 1:
import random as _ens_rnd
_ens_rnd.seed(42 + _ens_i * 7)
# Hybrid approach:
# 1. Consistent player tendency (rush/drag) — seeded per player
_player_tendency = _ens_rnd.gauss(0, 0.018)
# 2. Tiny per-note wobble on top
ens_humanize = max(part.humanize, 0.012)
# Each player's drum tuned slightly different
ens_analog = max(part.analog, 0.06 + _ens_rnd.uniform(0, 0.08))
if part.legato:
_render_legato_to_buf(
part.notes, ens_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
glide_time=part.glide, swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
temperament=_temperament, reference_pitch=_ref_pitch)
else:
_render_notes_to_buf(
part.notes, ens_buf, samples_per_beat, total_samples,
synth_fn, env_tuple, part.volume, score.bpm,
swing=effective_swing,
tempo_map=tempo_map if has_tempo_changes else None,
humanize=ens_humanize,
detune=part.detune,
spread=part.spread,
stereo_buf=stereo_buf,
sub_osc=part.sub_osc,
noise_mix=part.noise_mix,
filter_attack=part.filter_attack,
filter_decay=part.filter_decay,
filter_sustain=part.filter_sustain,
filter_amount=part.filter_amount,
vel_to_filter=part.vel_to_filter,
filter_q=part.lowpass_q,
synth_kwargs=synth_kwargs,
temperament=_temperament,
reference_pitch=_ref_pitch,
analog=ens_analog)
if n_ensemble > 1:
# Shift the whole voice by the player's consistent tendency
# (some players rush, some drag — this is fixed per player)
shift_samples = int(_player_tendency * samples_per_beat)
if shift_samples > 0 and shift_samples < total_samples:
# Player drags — shift right
shifted = numpy.zeros_like(ens_buf)
shifted[shift_samples:] = ens_buf[:-shift_samples]
ens_buf = shifted
elif shift_samples < 0 and abs(shift_samples) < total_samples:
# Player rushes — shift left
shifted = numpy.zeros_like(ens_buf)
shifted[:shift_samples] = ens_buf[-shift_samples:]
ens_buf = shifted
part_buf += ens_buf / n_ensemble
# Apply effects — segmented if automation exists
auto_points = part._get_automation_points()
@@ -4652,11 +5005,28 @@ def render_score(score):
# Cajon — centered (single instrument)
DrumSound.CAJON_BASS.value: 0.0,
DrumSound.CAJON_SLAP.value: 0.0,
DrumSound.CAJON_SLAP_SNARE.value: 0.0,
DrumSound.CAJON_TAP.value: 0.1,
# Metal kit
DrumSound.METAL_KICK.value: 0.0,
DrumSound.METAL_SNARE.value: 0.0,
DrumSound.METAL_HAT.value: 0.3,
# Marching — centered
DrumSound.MARCH_SNARE.value: 0.0,
DrumSound.MARCH_RIMSHOT.value: 0.0,
DrumSound.MARCH_CLICK.value: 0.0,
# Quads — spread across the field
DrumSound.QUAD_1.value: -0.3,
DrumSound.QUAD_2.value: -0.1,
DrumSound.QUAD_3.value: 0.1,
DrumSound.QUAD_4.value: 0.3,
DrumSound.QUAD_SPOCK.value: 0.0,
# Bass drums — spread wide
DrumSound.BASS_1.value: -0.5,
DrumSound.BASS_2.value: -0.25,
DrumSound.BASS_3.value: 0.0,
DrumSound.BASS_4.value: 0.25,
DrumSound.BASS_5.value: 0.5,
}
# Render all drum Parts (may be one "drums" or split into kick/snare/hats/etc.)
@@ -4672,6 +5042,7 @@ def render_score(score):
# Track last hit position per sound for choke (new hit dampens
# the previous ring on the same drum)
_last_hit_start = {}
_resonance = {} # sound_id → resonance level (0.01.0)
for hit in drum_part._drum_hits:
pos = hit.position
@@ -4735,12 +5106,45 @@ def render_score(score):
remaining = total_samples - start
hit_len = min(int(SAMPLE_RATE * 0.5), remaining)
wave = _render_drum_hit(hit.sound.value, hit_len)
wave = _render_drum_hit_cached(hit.sound.value, hit_len)
vel = hit.velocity
if drum_humanize > 0:
vel_jitter = int(drum_humanize * 10)
vel = max(1, min(127, vel + _drum_rnd.randint(-vel_jitter, vel_jitter)))
vel_scale = vel / 127.0
# Sympathetic resonance: marching snare builds up buzz
# as hits accumulate. Each hit adds to a resonance counter
# that scales extra snare wire buzz into the sound.
_RESONANCE_SOUNDS = {
DrumSound.MARCH_SNARE.value, DrumSound.MARCH_RIMSHOT.value,
}
if sound_id in _RESONANCE_SOUNDS:
reso = _resonance.get(sound_id, 0.0)
# Decay based on gap since last hit
if sound_id in _last_hit_start:
gap_samples = start - _last_hit_start[sound_id]
gap_sec = gap_samples / SAMPLE_RATE
if gap_sec > 1.0:
reso *= 0.2
elif gap_sec > 0.5:
reso *= 0.5
elif gap_sec > 0.25:
reso *= 0.8
# Build up (caps at 0.6)
reso = min(0.6, reso + 0.08)
_resonance[sound_id] = reso
# Add sympathetic buzz proportional to resonance
if reso > 0.1:
buzz_len = min(int(SAMPLE_RATE * 0.06), hit_len)
buzz = _noise(buzz_len) * reso * 0.18
if buzz_len > 20:
bl, al = scipy.signal.butter(
2, [3000, 9000], btype='band', fs=SAMPLE_RATE)
buzz = scipy.signal.lfilter(bl, al, buzz)
buzz *= _exp_decay(buzz_len, 25)
wave[:buzz_len] = wave[:buzz_len] + buzz.astype(numpy.float32)
mono_hit = wave * vel_scale * 0.7
# Sidechain trigger — kick only
if hit.sound.value == DrumSound.KICK.value:
+404 -9
View File
@@ -17,13 +17,11 @@ INSTRUMENTS = {
"synth": "piano_synth", "envelope": "none",
"vel_to_filter": 3000,
},
"electric_piano": { # Rhodes/Wurlitzer
"synth": "fm", "envelope": "piano",
"fm_ratio": 1.0, "fm_index": 2.0,
"detune": 6, "chorus": 0.2, "chorus_rate": 1.0,
"lowpass": 4000, "saturation": 0.15,
"tremolo_depth": 0.15, "tremolo_rate": 4.5,
"analog": 0.2,
"electric_piano": { # Rhodes
"synth": "rhodes_synth", "envelope": "none",
"chorus": 0.15, "chorus_rate": 1.0,
"tremolo_depth": 0.12, "tremolo_rate": 4.5,
"analog": 0.15,
},
"organ": {
"synth": "organ_synth", "envelope": "organ",
@@ -558,12 +556,29 @@ class DrumSound(Enum):
DOUMBEK_KA = 114 # muted edge slap
# Cajon sounds
CAJON_BASS = 108 # center of face, deep thump
CAJON_SLAP = 109 # top edge, snare wires buzz
CAJON_SLAP = 109 # top edge, wood crack (no snare wires)
CAJON_TAP = 110 # light finger tap
CAJON_SLAP_SNARE = 111 # top edge with snare wires engaged
# Metal kit — tighter, punchier, more attack
METAL_KICK = 105 # clicky, punchy, tight
METAL_SNARE = 106 # crack, bright, cutting
METAL_HAT = 107 # tight, short, precise
# Marching percussion
MARCH_SNARE = 115 # tight, high-tension kevlar head, snare buzz
MARCH_RIMSHOT = 116 # stick hits rim + head simultaneously, cracking
MARCH_CLICK = 118 # stick click — sticks hit together, no drum
# Quads (tenor drums) — 4 drums high to low + spock (rim)
QUAD_1 = 119 # highest tenor drum
QUAD_2 = 120 # second tenor
QUAD_3 = 121 # third tenor
QUAD_4 = 122 # lowest tenor (floor tom-ish)
QUAD_SPOCK = 123 # rim click on quad shell
# Marching bass drums — 5 drums pitched high to low
BASS_1 = 124 # highest (smallest) bass drum
BASS_2 = 125 # second
BASS_3 = 126 # middle
BASS_4 = 127 # fourth
BASS_5 = 80 # lowest (biggest) bass drum
class _DrumTone:
@@ -1602,6 +1617,231 @@ Pattern._PRESETS["tabla solo"] = dict(
],
)
# ── Marching snare patterns ───────────────────────────────────────────────
MS = DrumSound.MARCH_SNARE
MR = DrumSound.MARCH_RIMSHOT
MC = DrumSound.MARCH_CLICK
Q1 = DrumSound.QUAD_1
Q2 = DrumSound.QUAD_2
Q3 = DrumSound.QUAD_3
Q4 = DrumSound.QUAD_4
QS = DrumSound.QUAD_SPOCK
B1 = DrumSound.BASS_1
B2 = DrumSound.BASS_2
B3 = DrumSound.BASS_3
B4 = DrumSound.BASS_4
B5 = DrumSound.BASS_5
# Marching basic — standard 4/4 march with rimshot accents on 2 and 4
Pattern._PRESETS["march"] = dict(
name="march",
time_signature="4/4",
beats=4.0,
hits=[
_h(MS, 0.0, 80), _h(MS, 0.5, 55),
_h(MR, 1.0, 100), _h(MS, 1.5, 55),
_h(MS, 2.0, 80), _h(MS, 2.5, 55),
_h(MR, 3.0, 100), _h(MS, 3.5, 55),
],
)
# Cadence — 8-beat street beat pattern (the classic drumline cadence)
Pattern._PRESETS["cadence"] = dict(
name="cadence",
time_signature="4/4",
beats=8.0,
hits=[
# Bar 1: syncopated groove
_h(MR, 0.0, 105), _h(MS, 0.25, 60), _h(MS, 0.5, 65),
_h(MS, 0.75, 55), _h(MR, 1.0, 100),
_h(MS, 1.5, 60), _h(MS, 1.75, 58),
_h(MR, 2.0, 105), _h(MS, 2.5, 62),
_h(MS, 2.75, 55), _h(MR, 3.0, 100),
_h(MS, 3.25, 58), _h(MS, 3.5, 60), _h(MS, 3.75, 55),
# Bar 2: answer phrase with flams
_h(MR, 4.0, 110), _h(MS, 4.25, 62), _h(MS, 4.5, 65),
_h(MR, 5.0, 105), _h(MS, 5.25, 58),
_h(MS, 5.5, 60), _h(MS, 5.75, 55),
_h(MR, 6.0, 110), _h(MS, 6.25, 62),
_h(MS, 6.5, 65), _h(MS, 6.75, 62),
_h(MR, 7.0, 115), _h(MS, 7.25, 60),
_h(MR, 7.5, 110), _h(MR, 7.75, 115),
],
)
# Paradiddle — RLRR LRLL on marching snare
Pattern._PRESETS["march paradiddle"] = dict(
name="march paradiddle",
time_signature="4/4",
beats=4.0,
hits=[
# RLRR (R=rimshot accent, L=tap)
_h(MR, 0.0, 100), _h(MS, 0.25, 58), _h(MR, 0.5, 65), _h(MR, 0.75, 62),
# LRLL
_h(MS, 1.0, 58), _h(MR, 1.25, 100), _h(MS, 1.5, 58), _h(MS, 1.75, 55),
# RLRR
_h(MR, 2.0, 102), _h(MS, 2.25, 60), _h(MR, 2.5, 68), _h(MR, 2.75, 65),
# LRLL
_h(MS, 3.0, 60), _h(MR, 3.25, 102), _h(MS, 3.5, 60), _h(MS, 3.75, 58),
],
)
# March roll — buzz roll crescendo
Pattern._PRESETS["march roll"] = dict(
name="march roll",
time_signature="4/4",
beats=4.0,
hits=[
# Buzz roll as rapid 32nds, crescendo
*[_h(MS, i * 0.125, 40 + i * 3) for i in range(28)],
# Land on rimshot
_h(MR, 3.5, 115), _h(MR, 3.75, 120),
],
)
# Quad sweep — run across all 4 drums
Pattern._PRESETS["quad sweep"] = dict(
name="quad sweep",
time_signature="4/4",
beats=4.0,
hits=[
# Sweep down
_h(Q1, 0.0, 95), _h(Q2, 0.25, 90), _h(Q3, 0.5, 85), _h(Q4, 0.75, 80),
# Sweep up
_h(Q4, 1.0, 80), _h(Q3, 1.25, 85), _h(Q2, 1.5, 90), _h(Q1, 1.75, 95),
# Double sweep with spocks
_h(Q1, 2.0, 98), _h(Q2, 2.125, 92), _h(Q3, 2.25, 88), _h(Q4, 2.375, 82),
_h(Q4, 2.5, 82), _h(Q3, 2.625, 88), _h(Q2, 2.75, 92), _h(Q1, 2.875, 98),
# Spock accents
_h(QS, 3.0, 105), _h(Q1, 3.25, 90), _h(QS, 3.5, 105), _h(Q4, 3.75, 85),
],
)
# Quad groove — accented pattern with sweeps
Pattern._PRESETS["quad groove"] = dict(
name="quad groove",
time_signature="4/4",
beats=4.0,
hits=[
_h(Q1, 0.0, 100), _h(Q3, 0.25, 55), _h(Q1, 0.5, 60),
_h(Q2, 0.75, 55), _h(Q3, 1.0, 95), _h(Q1, 1.25, 55),
_h(Q4, 1.5, 58), _h(Q2, 1.75, 55),
_h(Q1, 2.0, 100), _h(Q2, 2.25, 55), _h(Q3, 2.5, 58),
_h(Q4, 2.75, 55), _h(QS, 3.0, 105), _h(Q3, 3.25, 55),
_h(Q2, 3.5, 58), _h(Q1, 3.75, 60),
],
)
# Bass split — classic bass drum splits across the line
Pattern._PRESETS["bass split"] = dict(
name="bass split",
time_signature="4/4",
beats=4.0,
hits=[
# Each bass drum takes a 16th, cascading down then up
_h(B1, 0.0, 95), _h(B2, 0.25, 90), _h(B3, 0.5, 85),
_h(B4, 0.75, 80), _h(B5, 1.0, 95),
_h(B5, 1.5, 90), _h(B4, 1.75, 85),
_h(B3, 2.0, 95), _h(B2, 2.25, 90), _h(B1, 2.5, 95),
_h(B1, 2.75, 85), _h(B3, 3.0, 100),
_h(B5, 3.25, 95), _h(B3, 3.5, 90), _h(B1, 3.75, 95),
],
)
# Bass unison — all bass drums hit together on accents
Pattern._PRESETS["bass unison"] = dict(
name="bass unison",
time_signature="4/4",
beats=4.0,
hits=[
# All 5 hit on beat 1
_h(B1, 0.0, 100), _h(B2, 0.0, 100), _h(B3, 0.0, 100),
_h(B4, 0.0, 100), _h(B5, 0.0, 100),
# Split on beat 2
_h(B1, 1.0, 90), _h(B3, 1.25, 85), _h(B5, 1.5, 90),
# All on beat 3
_h(B1, 2.0, 100), _h(B2, 2.0, 100), _h(B3, 2.0, 100),
_h(B4, 2.0, 100), _h(B5, 2.0, 100),
# Cascade into beat 4
_h(B5, 2.75, 80), _h(B4, 3.0, 85), _h(B3, 3.25, 90),
_h(B2, 3.5, 95), _h(B1, 3.75, 100),
],
)
# Full drumline — snare + quads + bass together
Pattern._PRESETS["drumline"] = dict(
name="drumline",
time_signature="4/4",
beats=4.0,
hits=[
# Snare backbone
_h(MR, 0.0, 115), _h(MS, 0.25, 35), _h(MS, 0.5, 38), _h(MS, 0.75, 32),
_h(MR, 1.0, 112), _h(MS, 1.25, 35), _h(MS, 1.5, 32), _h(MS, 1.75, 38),
_h(MR, 2.0, 115), _h(MS, 2.25, 38), _h(MS, 2.5, 32), _h(MS, 2.75, 35),
_h(MR, 3.0, 118), _h(MS, 3.25, 35), _h(MS, 3.5, 32), _h(MS, 3.75, 38),
# Quads on accents
_h(Q1, 0.0, 95), _h(Q3, 0.5, 55), _h(Q2, 1.0, 90),
_h(Q4, 1.5, 55), _h(Q1, 2.0, 95), _h(Q3, 2.5, 55),
_h(QS, 3.0, 100), _h(Q2, 3.5, 55),
# Bass on the big beats
_h(B3, 0.0, 100), _h(B5, 1.0, 95),
_h(B1, 2.0, 100), _h(B3, 3.0, 95),
],
)
# Chakradar — tihai of tihais (16 beats / 4 bars)
# A phrase (Dha Tit Tit Dha Ge Na) is played 3x with increasing intensity,
# and within each repetition the final 3 hits form a mini-tihai landing on sam.
_chakra_phrase_a = [
# Phrase 1 (4 beats): moderate
_h(TDHA, 0.0, 85), _h(TTIT, 0.25, 48), _h(TTIT, 0.5, 50),
_h(TDHA, 0.75, 80), _h(TGE, 1.0, 72),
_h(TNA, 1.5, 68), _h(TTIT, 1.75, 45),
# Mini-tihai: Na Dha, Na Dha, Na Dha
_h(TNA, 2.0, 72), _h(TDHA, 2.25, 82),
_h(TNA, 2.5, 75), _h(TDHA, 2.75, 85),
_h(TNA, 3.0, 78), _h(TDHA, 3.25, 90),
_h(TTIT, 3.5, 42), _h(TTIT, 3.75, 45),
]
_chakra_phrase_b = [
# Phrase 2 (4 beats): louder, busier
_h(TDHA, 4.0, 95), _h(TTIT, 4.125, 50), _h(TTIT, 4.25, 52),
_h(TKE, 4.375, 48), _h(TDHA, 4.5, 90), _h(TGE, 4.75, 78),
_h(TNA, 5.0, 75), _h(TTIT, 5.25, 48), _h(TTIT, 5.5, 50),
_h(TNA, 5.75, 72),
# Mini-tihai: Na Dha Ge, Na Dha Ge, Na Dha Ge
_h(TNA, 6.0, 80), _h(TDHA, 6.25, 92), _h(TGE, 6.5, 78),
_h(TNA, 6.75, 82), _h(TDHA, 7.0, 95), _h(TGE, 7.25, 82),
_h(TNA, 7.5, 85), _h(TDHA, 7.75, 100),
]
_chakra_phrase_c = [
# Phrase 3 (4 beats): peak intensity, fastest
_h(TDHA, 8.0, 105), _h(TTIT, 8.125, 55), _h(TTIT, 8.25, 58),
_h(TKE, 8.375, 52), _h(TNA, 8.5, 85), _h(TTIT, 8.625, 50),
_h(TDHA, 8.75, 100), _h(TGE, 9.0, 85),
_h(TNA, 9.25, 82), _h(TTIT, 9.5, 55), _h(TTIT, 9.625, 58),
_h(TKE, 9.75, 52), _h(TNA, 10.0, 88),
# Final tihai — 3x Dha Tit Na Dha landing on sam
_h(TDHA, 10.5, 105), _h(TTIT, 10.625, 58), _h(TNA, 10.75, 90),
_h(TDHA, 11.0, 108), _h(TTIT, 11.125, 60), _h(TNA, 11.25, 92),
_h(TDHA, 11.5, 112), _h(TTIT, 11.625, 62), _h(TNA, 11.75, 95),
]
_chakra_finale = [
# Bar 4: crescendo triplets into massive sam
*[_h(TTIT, 12.0 + i * (1/6), 50 + i * 5) for i in range(12)],
_h(TDHA, 14.0, 115), _h(TNA, 14.25, 85), _h(TDHA, 14.5, 118),
_h(TNA, 14.75, 88),
_h(TDHA, 15.0, 120), _h(TGE, 15.25, 95),
_h(TDHA, 15.5, 125), _h(DrumSound.TABLA_GE_BEND, 15.75, 110),
]
Pattern._PRESETS["chakradar"] = dict(
name="chakradar",
time_signature="4/4",
beats=16.0,
hits=_chakra_phrase_a + _chakra_phrase_b + _chakra_phrase_c + _chakra_finale,
)
# ── Doumbek patterns ──────────────────────────────────────────────────────
DKD = DrumSound.DOUMBEK_DUM
DKT = DrumSound.DOUMBEK_TEK
@@ -2580,6 +2820,7 @@ class Part:
cabinet: float = 0.0,
cabinet_brightness: float = 0.5,
analog: float = 0.0,
ensemble: int = 1,
fm_ratio: float = 2.0,
fm_index: float = 3.0):
self.name = name
@@ -2626,6 +2867,7 @@ class Part:
self.cabinet = cabinet
self.cabinet_brightness = cabinet_brightness
self.analog = analog
self.ensemble = ensemble
self.fm_ratio = fm_ratio
self.fm_index = fm_index
self._system = "western" # default, overridden by Score.part()
@@ -2720,6 +2962,85 @@ class Part:
velocity=velocity, articulation=articulation))
return self
def flam(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.015, grace_vel: float = 0.3,
articulation: str = "") -> "Part":
"""Add a flam — a grace note immediately before the main hit.
The grace note is nearly simultaneous with the main hit,
thickening the attack. Tighter gap = more like one fat hit,
wider gap = audible double.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration the flam occupies.
velocity: Main hit velocity.
gap: Beats between grace and main (default 0.008 4ms at 120).
grace_vel: Grace note velocity as fraction of main (default 0.3).
articulation: Optional articulation for the main hit.
Example::
>>> p.flam(DrumSound.MARCH_SNARE, Duration.QUARTER, velocity=120)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, dur_val - gap, velocity=velocity, articulation=articulation)
return self
def diddle(self, sound, duration=Duration.EIGHTH, *,
velocity: int = 70) -> "Part":
"""Add a diddle — two equal strokes in the space of one note.
A double-stroke roll building block. Two hits split evenly
across the duration.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration (default 8th note). Each stroke
gets half.
velocity: Velocity for both strokes.
Example::
>>> p.diddle(DrumSound.MARCH_SNARE, Duration.EIGHTH, velocity=60)
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
half = dur_val / 2
self.hit(sound, half, velocity=velocity)
self.hit(sound, half, velocity=int(velocity * 0.9))
return self
def cheese(self, sound, duration=Duration.QUARTER, *, velocity: int = 110,
gap: float = 0.008, grace_vel: float = 0.3) -> "Part":
"""Add a cheese — a flam followed by a diddle.
Common marching rudiment: grace-MAIN-tap-tap.
Args:
sound: A :class:`DrumSound` enum member.
duration: Total duration.
velocity: Main hit velocity.
"""
if isinstance(duration, (int, float)):
dur_val = duration
else:
dur_val = duration.value if hasattr(duration, 'value') else float(duration)
# Flam takes first half, diddle takes second half
flam_dur = dur_val * 0.5
diddle_dur = dur_val * 0.5
self.hit(sound, gap, velocity=int(velocity * grace_vel))
self.hit(sound, flam_dur - gap, velocity=velocity)
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.5))
self.hit(sound, diddle_dur / 2, velocity=int(velocity * 0.45))
return self
def crescendo(self, notes, duration=Duration.QUARTER, *,
start_vel: int = 40, end_vel: int = 110,
articulation: str = "") -> "Part":
@@ -2935,6 +3256,79 @@ class Part:
points = sorted(set(beat for beat, _ in self._automation))
return points
def ramp(self, over: float = 4.0, resolution: float = 0.25,
curve: str = "linear", **params) -> "Part":
"""Smoothly ramp parameters from their current values to new targets.
Generates interpolated automation points like turning a knob
gradually instead of jumping to a new position. Works for any
parameter that ``.set()`` accepts.
Args:
over: Duration of the ramp in beats (default 4.0 = 1 bar).
Use ``Duration.WHOLE * 4`` for a 4-bar ramp, etc.
resolution: How often to insert points, in beats (default 0.25).
Lower = smoother but more points.
curve: Interpolation shape ``"linear"`` (default),
``"ease_in"`` (slow start, fast end),
``"ease_out"`` (fast start, slow end),
``"ease_in_out"`` (slow start and end).
**params: Target values for any parameter. The ramp starts
from the parameter's current value at this beat position.
Returns:
Self for chaining.
Example::
>>> lead = score.part("lead", synth="saw", lowpass=200)
>>> # Open the filter over 4 bars
>>> lead.ramp(over=Duration.WHOLE * 4, lowpass=8000)
>>> # Fade reverb in over 2 bars
>>> pad.ramp(over=Duration.WHOLE * 2, reverb=0.5)
>>> # Multiple params at once with easing
>>> lead.ramp(over=8.0, curve="ease_in", lowpass=6000, distortion=0.4)
"""
current_beat = sum(n.beats for n in self.notes)
# Map param names to internal names
param_map = {
"reverb": "reverb_mix", "delay": "delay_mix",
"distortion": "distortion_mix", "chorus": "chorus_mix",
"phaser": "phaser_mix",
}
# Get current values for each param
current_params = self._get_params_at(current_beat)
ramps = {}
for param, target in params.items():
internal = param_map.get(param, param)
start = current_params.get(internal, getattr(self, internal, 0.0))
ramps[internal] = (float(start), float(target))
# Generate interpolated points
beat = 0.0
while beat <= over:
t = beat / over if over > 0 else 1.0
t = max(0.0, min(1.0, t))
# Apply curve
if curve == "ease_in":
t = t * t
elif curve == "ease_out":
t = 1.0 - (1.0 - t) ** 2
elif curve == "ease_in_out":
t = 3 * t * t - 2 * t * t * t
point = {}
for internal, (start, end) in ramps.items():
point[internal] = start + (end - start) * t
self._automation.append((current_beat + beat, point))
beat += resolution
return self
def lfo(self, param: str, *, rate: float = 0.5, min: float = 0.0,
max: float = 1.0, bars: float = 4, shape: str = "sine",
resolution: float = 0.25) -> "Part":
@@ -3462,6 +3856,7 @@ class Score:
cabinet: float = None,
cabinet_brightness: float = None,
analog: float = None,
ensemble: int = None,
fm_ratio: float = None,
fm_index: float = None,
fretboard=None) -> Part:
@@ -3574,7 +3969,7 @@ class Score:
"tremolo_depth": tremolo_depth, "tremolo_rate": tremolo_rate,
"phaser": phaser, "phaser_rate": phaser_rate,
"cabinet": cabinet, "cabinet_brightness": cabinet_brightness,
"analog": analog,
"analog": analog, "ensemble": ensemble,
"fm_ratio": fm_ratio, "fm_index": fm_index,
}
for k, v in _locals.items():
+6 -6
View File
@@ -2,8 +2,6 @@ from __future__ import annotations
from typing import Optional, Union
import numeral
from .systems import SYSTEMS, System
from .tones import Tone
@@ -49,7 +47,8 @@ class Scale:
def __repr__(self) -> str:
r = []
for (i, tone) in enumerate(self.tones):
degree = numeral.int2roman(i + 1, only_ascii=True)
from ._statics import int2roman
degree = int2roman(i + 1)
r += [f"{degree}={tone.full_name}"]
r = " ".join(r)
@@ -200,7 +199,7 @@ class Scale:
>>> scale.progression("I", "IV", "V", "I")
[<Chord (C,E,G)>, <Chord (F,A,C)>, <Chord (G,B,D)>, <Chord (C,E,G)>]
"""
import numeral as numeral_mod
from ._statics import roman2int
chords = []
for num in numerals:
is_seventh = num.endswith("7")
@@ -213,7 +212,7 @@ class Scale:
elif clean.startswith("#") and len(clean) > 1:
clean = clean[1:]
flat_offset = 1 # one semitone up
degree = numeral_mod.roman2int(clean.upper()) - 1
degree = roman2int(clean.upper()) - 1
if is_seventh:
chord = self.seventh(degree)
else:
@@ -406,7 +405,8 @@ class Scale:
if isinstance(item, str):
degrees = []
for (i, tone) in enumerate(self.tones):
degrees.append(numeral.int2roman(i + 1, only_ascii=True))
from ._statics import int2roman
degrees.append(int2roman(i + 1))
if item in degrees:
item = degrees.index(item)
+197
View File
@@ -7164,3 +7164,200 @@ def test_all_synths_render_and_enum_match():
for s in Synth:
wave = s(440, n_samples=1000)
assert len(wave) == 1000
# ── Articulations ────────────────────────────────────────────────────────
def test_articulation_field_on_note():
from pytheory.rhythm import Note, Duration
n = Note(tone=None, duration=Duration.QUARTER, articulation="staccato")
assert n.articulation == "staccato"
def test_articulation_default_empty():
from pytheory.rhythm import Note, Duration
n = Note(tone=None, duration=Duration.QUARTER)
assert n.articulation == ""
def test_part_add_articulation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.add("C4", Duration.QUARTER, articulation="staccato")
p.add("D4", Duration.QUARTER, articulation="legato")
p.add("E4", Duration.QUARTER, articulation="marcato")
p.add("F4", Duration.QUARTER, articulation="tenuto")
p.add("G4", Duration.QUARTER, articulation="accent")
p.add("A4", Duration.QUARTER, articulation="fermata")
assert len(p.notes) == 6
assert p.notes[0].articulation == "staccato"
assert p.notes[5].articulation == "fermata"
@needs_portaudio
def test_articulations_render():
"""Articulations should produce audio without errors."""
from pytheory.play import render_score
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine", volume=0.3)
for art in ["", "staccato", "legato", "marcato", "tenuto", "accent", "fermata"]:
p.add("C4", Duration.QUARTER, articulation=art)
buf = render_score(score)
assert len(buf) > 0
# ── Dynamic curves ───────────────────────────────────────────────────────
def test_crescendo_adds_notes():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.crescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
start_vel=40, end_vel=100)
assert len(p.notes) == 4
assert p.notes[0].velocity == 40
assert p.notes[3].velocity == 100
def test_decrescendo_adds_notes():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.decrescendo(["C4", "D4", "E4", "F4"], Duration.QUARTER,
start_vel=110, end_vel=40)
assert len(p.notes) == 4
assert p.notes[0].velocity == 110
assert p.notes[3].velocity == 40
def test_swell_velocity_shape():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.swell(["C4", "D4", "E4", "F4", "G4"], Duration.QUARTER,
low_vel=30, peak_vel=110)
assert len(p.notes) == 5
# First and last should be near low_vel
assert p.notes[0].velocity == 30
assert p.notes[4].velocity == 30
# Middle should be at or near peak
assert p.notes[2].velocity == 110
def test_dynamics_custom_velocities():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.dynamics(["C4", "D4", "E4"], Duration.QUARTER,
velocities=[50, 100, 75])
assert p.notes[0].velocity == 50
assert p.notes[1].velocity == 100
assert p.notes[2].velocity == 75
def test_dynamics_with_articulation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="sine")
p.crescendo(["C4", "D4"], Duration.QUARTER,
start_vel=40, end_vel=100, articulation="staccato")
assert p.notes[0].articulation == "staccato"
assert p.notes[1].articulation == "staccato"
# ── Part.hit() ───────────────────────────────────────────────────────────
def test_part_hit_adds_note():
from pytheory.rhythm import DrumSound, _DrumTone
score = pytheory.Score("4/4", bpm=120)
p = score.part("kit", synth="sine")
p.hit(DrumSound.KICK, Duration.QUARTER, velocity=100)
p.hit(DrumSound.SNARE, Duration.QUARTER, velocity=90, articulation="accent")
assert len(p.notes) == 2
assert isinstance(p.notes[0].tone, _DrumTone)
assert p.notes[0].tone.sound == DrumSound.KICK
assert p.notes[1].articulation == "accent"
@needs_portaudio
def test_part_hit_renders():
"""Part.hit() drum sounds should render through the note pipeline."""
from pytheory.rhythm import DrumSound
from pytheory.play import render_score
score = pytheory.Score("4/4", bpm=120)
p = score.part("kit", synth="sine", volume=0.5)
p.hit(DrumSound.KICK, Duration.QUARTER)
p.hit(DrumSound.SNARE, Duration.QUARTER)
p.hit(DrumSound.CLOSED_HAT, Duration.QUARTER)
p.hit(DrumSound.CRASH, Duration.QUARTER)
buf = render_score(score)
assert len(buf) > 0
# ── Part.ramp() ──────────────────────────────────────────────────────────
def test_ramp_generates_automation():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="saw", lowpass=200)
p.ramp(over=4.0, lowpass=8000)
# Should have generated automation points
assert len(p._automation) > 0
# First point should be near 200, last near 8000
first_lp = p._automation[0][1].get("lowpass", 0)
last_lp = p._automation[-1][1].get("lowpass", 0)
assert first_lp < 1000 # near start
assert last_lp > 7000 # near target
def test_ramp_easing_curves():
score = pytheory.Score("4/4", bpm=120)
for curve in ["linear", "ease_in", "ease_out", "ease_in_out"]:
p = score.part(f"test_{curve}", synth="saw", lowpass=200)
p.ramp(over=4.0, curve=curve, lowpass=8000)
assert len(p._automation) > 0
def test_ramp_multiple_params():
score = pytheory.Score("4/4", bpm=120)
p = score.part("test", synth="saw", lowpass=200)
p.ramp(over=4.0, lowpass=8000, reverb=0.5)
# Should have both params in automation points
last_point = p._automation[-1][1]
assert "lowpass" in last_point
assert "reverb_mix" in last_point # mapped from "reverb"
# ── Cross-choke ──────────────────────────────────────────────────────────
def test_djembe_patterns_exist():
from pytheory.rhythm import Pattern
for name in ["djembe", "kuku", "soli", "dununba", "tiriba",
"yankadi", "djansa", "mendiani"]:
p = Pattern.preset(name)
assert p.beats > 0
assert len(p.hits) > 0
def test_djembe_fills_exist():
from pytheory.rhythm import Pattern
for name in ["djembe call", "djembe roll", "djembe break"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
def test_cajon_fills_exist():
from pytheory.rhythm import Pattern
for name in ["cajon flam", "cajon rumble", "cajon breakdown"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
def test_metal_fills_exist():
from pytheory.rhythm import Pattern
for name in ["metal triplet", "metal blast", "metal cascade"]:
f = Pattern.fill(name)
assert f.beats == 4.0
assert len(f.hits) > 0
# ── render_score in __all__ ──────────────────────────────────────────────
def test_render_score_exported():
assert "render_score" in pytheory.__all__
Generated
+1 -11
View File
@@ -486,14 +486,6 @@ wheels = [
{ url = "https://files.pythonhosted.org/packages/d3/ac/686789b9145413f1a61878c407210e41bfdb097976864e0913078b24098c/myst_parser-5.0.0-py3-none-any.whl", hash = "sha256:ab31e516024918296e169139072b81592336f2fef55b8986aa31c9f04b5f7211", size = 84533, upload-time = "2026-01-15T09:08:16.788Z" },
]
[[package]]
name = "numeral"
version = "0.1.0.17"
source = { registry = "https://pypi.org/simple" }
wheels = [
{ url = "https://files.pythonhosted.org/packages/17/0d/ac6a186e169fcbdfea316f78fb5e34981bcf8d5c1d7cc8b6581f597e1e4c/numeral-0.1.0.17-py2.py3-none-any.whl", hash = "sha256:7dff0c1efb9b3655c9c1dc93b4666993741b15abcac0dc01dcb96b21cc20f6ae", size = 22066, upload-time = "2020-04-12T08:24:59.129Z" },
]
[[package]]
name = "numpy"
version = "2.2.6"
@@ -698,10 +690,9 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.38.1"
version = "0.40.0"
source = { editable = "." }
dependencies = [
{ name = "numeral" },
{ name = "scipy", version = "1.15.3", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version < '3.11'" },
{ name = "scipy", version = "1.17.1", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version >= '3.11'" },
{ name = "sounddevice" },
@@ -721,7 +712,6 @@ docs = [
[package.metadata]
requires-dist = [
{ name = "numeral" },
{ name = "scipy" },
{ name = "sounddevice" },
]