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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
90 changed files with 1953 additions and 249 deletions
+22
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@@ -2,6 +2,28 @@
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
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+4
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@@ -0,0 +1,4 @@
<audio controls style="width: 100%; margin: 0.5em 0 1.5em 0;">
<source src="{{ pathto('_static/audio/' + file, 1) }}" type="audio/wav">
Your browser does not support the audio element.
</audio>
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+16
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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
~~~~~~~~~~~~~~~~~~~~~~~~~~
+45
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@@ -249,6 +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
-----
@@ -339,6 +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
----------------
@@ -382,6 +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
~~~~
@@ -399,6 +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
~~~~~~
@@ -416,6 +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
~~~~~~~~~
@@ -434,6 +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
~~~~~~
@@ -458,6 +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
~~~~~~~~~
@@ -482,6 +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
~~~~~
@@ -504,6 +541,10 @@ 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
~~~~~~~~~~~~~~~~~~~
@@ -548,6 +589,10 @@ voice with per-player timing tendencies and micro pitch drift.
# 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.
+4
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@@ -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
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@@ -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
------------------
+86 -41
View File
@@ -161,6 +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
@@ -244,6 +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
------------
@@ -292,6 +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.
@@ -322,12 +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.
@@ -335,63 +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
--------
@@ -431,6 +458,10 @@ Pass ``articulation=`` to ``Part.add()``:
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.
@@ -467,6 +498,10 @@ of notes instead of setting each one manually.
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``.
@@ -548,6 +583,12 @@ 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
----------------
@@ -663,6 +704,10 @@ Four interpolation curves:
# 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).
+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::
+206 -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"]
@@ -2804,6 +2804,201 @@ def snare_cadence():
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),
@@ -2837,6 +3032,7 @@ SONGS = {
"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__":
@@ -2850,7 +3046,7 @@ if __name__ == "__main__":
print(f" {key:>2}. {name}")
print()
choice = input(" Pick a song (1-32, or 'all'): ").strip()
choice = input(" Pick a song (1-33, or 'all'): ").strip()
print()
if choice == "all":
+1 -1
View File
@@ -1,6 +1,6 @@
[project]
name = "pytheory"
version = "0.39.2"
version = "0.40.0"
description = "Music Theory for Humans"
readme = "README.md"
license = "MIT"
+1 -1
View File
@@ -1,6 +1,6 @@
"""PyTheory: Music Theory for Humans."""
__version__ = "0.39.2"
__version__ = "0.40.0"
from .tones import Tone, Interval
from .systems import System, SYSTEMS, TET
+297 -140
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
@@ -3152,6 +3300,7 @@ 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),
@@ -3176,7 +3325,20 @@ def _render_drum_hit(sound_value, n_samples):
}
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):
@@ -3200,7 +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
@@ -4477,12 +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:
@@ -4849,6 +5005,7 @@ 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,
@@ -4949,7 +5106,7 @@ 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)
+7 -8
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",
@@ -558,8 +556,9 @@ 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
Generated
+1 -1
View File
@@ -690,7 +690,7 @@ wheels = [
[[package]]
name = "pytheory"
version = "0.39.2"
version = "0.40.0"
source = { editable = "." }
dependencies = [
{ name = "scipy", version = "1.15.3", source = { registry = "https://pypi.org/simple" }, marker = "python_full_version < '3.11'" },