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8fbe43c | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 | """Generate one-shot drum samples using DSP synthesis.
Creates WAV files for: kick, snare, hihat, crash, ride, tom_high, tom_low.
Uses scipy filters for realistic frequency shaping and layered synthesis.
"""
import numpy as np
from scipy.io import wavfile
from scipy.signal import butter, lfilter
from pathlib import Path
SR = 44100
OUT_DIR = Path(__file__).parent.parent / "app" / "public" / "drums"
np.random.seed(42)
def _normalize(signal, peak=0.85):
mx = np.max(np.abs(signal))
if mx > 0:
signal = signal * (peak / mx)
return signal.astype(np.float32)
def _highpass(signal, freq, sr=SR, order=4):
nyq = 0.5 * sr
b, a = butter(order, freq / nyq, btype='high')
return lfilter(b, a, signal)
def _lowpass(signal, freq, sr=SR, order=4):
nyq = 0.5 * sr
b, a = butter(order, freq / nyq, btype='low')
return lfilter(b, a, signal)
def _bandpass(signal, low, high, sr=SR, order=4):
nyq = 0.5 * sr
b, a = butter(order, [low / nyq, high / nyq], btype='band')
return lfilter(b, a, signal)
def make_kick():
dur = 0.45
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# Pitch sweep: 150Hz -> 45Hz with exponential decay
freq = 45 + 105 * np.exp(-t * 25)
phase = 2 * np.pi * np.cumsum(freq) / SR
body = np.sin(phase)
# Amplitude envelope: punchy attack, moderate decay
env = np.exp(-t * 7) * (1 - np.exp(-t * 500))
# Sub-bass thump (separate low sine for weight)
sub = np.sin(2 * np.pi * 50 * t) * np.exp(-t * 12) * 0.4
# Transient click
click_n = int(SR * 0.004)
click = np.random.randn(click_n) * 0.25
click *= np.linspace(1, 0, click_n)
signal = body * env + sub
signal[:click_n] += click
# Lowpass to remove harmonics above 200Hz
signal = _lowpass(signal, 200)
return _normalize(signal)
def make_snare():
dur = 0.3
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# Body: sine at 185Hz with fast decay
body = np.sin(2 * np.pi * 185 * t) * np.exp(-t * 18) * 0.6
# Second harmonic for richness
body2 = np.sin(2 * np.pi * 330 * t) * np.exp(-t * 25) * 0.2
# Snare wires: bandpassed noise (1kHz-9kHz)
noise = np.random.randn(n)
wires = _bandpass(noise, 1000, 9000)
wire_env = np.exp(-t * 12)
wires = wires * wire_env * 0.5
# Sharp transient
click_n = int(SR * 0.002)
click = np.random.randn(click_n) * 0.5
click *= np.linspace(1, 0, click_n)
signal = body + body2 + wires
signal[:click_n] += click
return _normalize(signal)
def make_hihat():
dur = 0.08
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# High-frequency noise
noise = np.random.randn(n)
signal = _highpass(noise, 6000)
# Very tight envelope
env = np.exp(-t * 60) * (1 - np.exp(-t * 2000))
signal = signal * env
return _normalize(signal, peak=0.7)
def make_crash():
dur = 1.5
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# Broadband noise with emphasis on 3-8kHz
noise = np.random.randn(n)
bright = _bandpass(noise, 3000, 12000) * 0.7
body = _bandpass(noise, 800, 4000) * 0.3
signal = bright + body
# Long decay envelope with sharp attack
env = np.exp(-t * 2.5) * (1 - np.exp(-t * 1000))
signal = signal * env
return _normalize(signal, peak=0.7)
def make_ride():
dur = 0.6
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# Tighter noise than crash, more "ping" character
noise = np.random.randn(n)
bright = _highpass(noise, 5000) * 0.6
# Add a subtle metallic tone (inharmonic mix of sines)
ping = (np.sin(2 * np.pi * 4200 * t) * 0.15 +
np.sin(2 * np.pi * 5800 * t) * 0.10 +
np.sin(2 * np.pi * 7100 * t) * 0.08)
signal = bright + ping
# Medium decay
env = np.exp(-t * 4) * (1 - np.exp(-t * 1500))
signal = signal * env
return _normalize(signal, peak=0.6)
def make_tom(freq_base=120, dur=0.35):
n = int(SR * dur)
t = np.linspace(0, dur, n, endpoint=False)
# Pitched membrane: frequency sweep down
freq = freq_base * 0.6 + freq_base * 0.4 * np.exp(-t * 15)
phase = 2 * np.pi * np.cumsum(freq) / SR
body = np.sin(phase)
# Amplitude envelope
env = np.exp(-t * 8) * (1 - np.exp(-t * 800))
# Slight noise for attack character
click_n = int(SR * 0.005)
click = np.random.randn(click_n) * 0.2
click *= np.linspace(1, 0, click_n)
signal = body * env
signal[:click_n] += click
# Bandpass around the fundamental
signal = _bandpass(signal, freq_base * 0.4, freq_base * 3)
return _normalize(signal, peak=0.8)
def write_wav(name, data):
path = OUT_DIR / f"{name}.wav"
# Convert float32 [-1, 1] to int16
int_data = (data * 32767).astype(np.int16)
wavfile.write(str(path), SR, int_data)
size_kb = path.stat().st_size / 1024
print(f" {name}.wav: {len(data)/SR:.3f}s, {size_kb:.1f}KB")
if __name__ == "__main__":
OUT_DIR.mkdir(parents=True, exist_ok=True)
print("Generating drum samples...")
write_wav("kick", make_kick())
write_wav("snare", make_snare())
write_wav("hihat", make_hihat())
write_wav("crash", make_crash())
write_wav("ride", make_ride())
write_wav("tom_high", make_tom(freq_base=200, dur=0.25))
write_wav("tom_low", make_tom(freq_base=100, dur=0.4))
print("Done!")
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