Music: real melody instead of percussion blips

Replaced the atonal note-burst loops with an actual tune - a soft,
public-domain arrangement of Twinkle Twinkle Little Star in C (fits the
star lanes), scheduled as proper notes with durations over an oom-pah
bass line:

- title: slow sine lullaby (~100 bpm)
- play: bouncier triangle version with a brighter octave-up B section
- verified the schedule spells out C C G G A A G F F E E D D C ...
- no square waves or noise in the music; soft volumes
This commit is contained in:
georgios
2026-09-09 17:12:17 +02:00
parent 996918ff8c
commit c08e22c873
+61 -41
View File
@@ -163,6 +163,25 @@ class Synth:
self._build_music()
# ------------------------------------------------------------------ music
# A real melody! Public-domain "Twinkle Twinkle Little Star" (Mozart's
# variations), arranged as a gentle 4-bar loop with a soft bass line.
# Fits the star-lane theme; unmistakably a tune.
# Each bar is 8 eighth-note slots; attacks are (note, n_slots, octave).
MELODY = [
# Twinkle, twinkle, little star
[("C", 1, 4), ("C", 1, 4), ("G", 1, 4), ("G", 1, 4),
("A", 1, 4), ("A", 1, 4), ("G", 2, 4)],
# how I wonder what you are
[("F", 1, 4), ("F", 1, 4), ("E", 1, 4), ("E", 1, 4),
("D", 1, 4), ("D", 1, 4), ("C", 2, 4)],
# up above the world so high / like a diamond in the sky
[("G", 1, 4), ("G", 1, 4), ("F", 1, 4), ("F", 1, 4),
("E", 1, 4), ("E", 1, 4), ("D", 2, 4)],
[("G", 1, 4), ("G", 1, 4), ("F", 1, 4), ("F", 1, 4),
("E", 1, 4), ("E", 1, 4), ("D", 2, 4)],
]
BASS_ROOTS = ["C", "F", "C", "C"] # harmony for each of the 4 bars
def _music_buffer(self, tracks, total_s):
"""Render time-placed notes (start_s, note, octave, dur_s, vol, shape)
into one softly-mixed, normalized buffer."""
@@ -179,53 +198,54 @@ class Synth:
sc = 28000.0 / peak if peak > 28000 else 1.0
return array.array("h", (int(v * sc) for v in buf))
def _build_music(self):
"""Two short generative loops, deliberately sparse & soft: a calm menu
loop and a gentle bouncy play loop. (Square waves and hats are used in
SFX only - never in the music - to keep it from getting harsh.)"""
# ---- menu: dreamy, mostly rests, C - Am - F - G ------------------------
seq = [
(("C", 2), ["C", "E", "G", "D"], "E"),
(("A", 2), ["A", "C", "E", "B"], "C"),
(("F", 2), ["F", "A", "C", "G"], "A"),
(("G", 2), ["G", "B", "D", "A"], "B"),
]
def _render_loop(self, eighth_s, lead_vol, lead_shape, bass_vol,
offset_s=0.0, bars=None, melody_oct=4, with_bass=True):
"""Schedule the MELODY (per-bar eighth attacks) plus a soft oom-pah
bass. `offset_s` shifts the start (used for B sections / echoes);
`bars` picks which MELODY bars to play in order."""
bars = bars if bars is not None else list(range(4))
tracks = []
CH = 1.8
for ci, (bass, arp, twinkle) in enumerate(seq):
t = ci * CH
tracks.append((t, bass[0], bass[1], CH * 0.72, 0.12, "tri")) # bass
for k in range(4): # arpeggio
oc = 4 if k < 2 else 5
tracks.append((t + 0.35 + k * 0.26, arp[k], oc, 0.24, 0.08, "tri"))
tracks.append((t + 1.3, twinkle, 5, 0.55, 0.045, "tri")) # twinkle
menu_total = 4 * CH + 0.8
for idx, bi in enumerate(bars):
bar_start = offset_s + idx * 8 * eighth_s
if with_bass:
root = self.BASS_ROOTS[bi % len(self.BASS_ROOTS)]
fifth = "G" if root == "C" else "C"
tracks.append((bar_start, root, 2, eighth_s * 4.2, bass_vol, "tri"))
tracks.append((bar_start + eighth_s * 4, fifth, 2,
eighth_s * 4.2, bass_vol, "tri"))
slot = 0
for (nm, nslots, oc) in self.MELODY[bi % len(self.MELODY)]:
t = bar_start + slot * eighth_s
tracks.append((t + eighth_s * 0.08, nm, oc + melody_oct - 4,
eighth_s * nslots * 0.9, lead_vol, lead_shape))
slot += nslots
return tracks
def _build_music(self):
"""A real tune: public-domain "Twinkle Twinkle Little Star" arranged
in C - soft sine lullaby on the title, bouncy triangle version during
play. Gentle oom-pah bass, nothing harsh, no percussion."""
# ---- menu: slow lullaby ----------------------------------------------
e = 0.30 # one bar = 8 * 0.30 = 2.4 s
tracks = self._render_loop(e, 0.085, "sine", 0.055)
menu_total = 4 * 8 * e + 2.6 # 4 bars + tail
self._menu_music = self._music_buffer(tracks, menu_total)
# ---- play: bouncy but gentle, 16 eighth-notes @ ~0.30s ----------------
step = 0.30
bass_seq = [("C", 2), ("C", 2), ("G", 2), ("G", 2),
("A", 2), ("A", 2), ("F", 2), ("G", 2),
("C", 2), ("C", 2), ("G", 2), ("G", 2),
("A", 2), ("A", 2), ("G", 2), ("C", 2)]
lead_seq = [None, None, ("E", 4), None, ("G", 4), None, ("E", 4), None,
("D", 4), None, ("F", 4), None, ("A", 4), None, ("G", 4), None]
tracks = []
for i in range(16):
t = i * step
if i % 2 == 0: # bass on the beat
bn, bo = bass_seq[i]
tracks.append((t, bn, bo, step * 1.25, 0.15, "tri"))
if lead_seq[i]: # light melody
nm, oc = lead_seq[i]
tracks.append((t + 0.02, nm, oc, step * 0.85, 0.085, "tri"))
play_total = 16 * step + 1.2
# ---- play: bouncy version, with a brighter octave-up repeat ----------
e2 = 0.225 # ~130 bpm eighth feel
tracks = self._render_loop(e2, 0.115, "tri", 0.07)
# B section: same tune one octave up, lighter, then the loop restarts
tracks += self._render_loop(e2, 0.045, "sine", 0.0,
offset_s=4 * 8 * e2, bars=[0, 1, 2, 3],
melody_oct=5, with_bass=False)
play_total = 2 * 4 * 8 * e2 + 1.6 # two passes, ~16 s of music
self._play_music = self._music_buffer(tracks, play_total)
self._menu = pygame.mixer.Sound(buffer=self._menu_music.tobytes())
self._play = pygame.mixer.Sound(buffer=self._play_music.tobytes())
self._menu.set_volume(0.40)
self._play.set_volume(0.30)
self._menu.set_volume(0.42)
self._play.set_volume(0.34)
# ---- playback --------------------------------------------------------
def play(self, name, vol=1.0, pitch_var=0):