Jython, JES, and jMusic Reference

Jython

This section describes some useful features of the basic Jython language, which is a Java implementation of Python 2.1. For more details, see http://www.python.org/ and http://www.jython.org/.

Expressions

Jython can work with various kinds of numbers, as well as strings of text and more complicated data objects. Kinds of numbers include integers (1, 2345, -678, ...), floating-point (1.2, 3.45e-6, 7.0, ...), and complex numbers (1+2j, 3.4-5.6j, 7j, ...). Here is a table of some of the operations available on numbers:
x ** y Exponentiation: xy
- x Negation
x * y Multiplication
x / y Division (see note below)
x % y Remainder
x + y Addition
x - y Subtraction
x == y Equality test (see note below)
x != y Inequality test
x < y, x <= y, ... Comparison tests
x in y, x not in y Membership tests (see Lists)
not x Logical negation
x and y Logical conjunction
x or y Logical disjunction
Groups of operations higher in the table have higher precedence. For example, in a + b / c * d - e, the division will be evaluated first; the entire expression will be evaluated as if it were parenthesized as follows: (a + ((b / c) * d)) - e.

One potential source of bugs is the division operator. If both operands are integers (that is, they don't have a fractional part, not even .0), then Jython will perform ``integer division''--the result will be the integer quotient, throwing away the remainder. For example, 13 / 5 evaluates to 2, while 13.0 / 5 evaluates to 2.6. You can use the percent sign to get the remainder: 13 % 5 is 3. If you have two variables that both contain integers and you want to divide them as floating-point numbers, apply the float function to one of them: float(x) / y.

Jython has no special values for true and false; whenever a test is performed, it will treat zero as false and any other number as true. The equality and comparison operators produce 1 for true. Note that equality uses two equal signs; writing x = y instead of x == y will usually cause an error, although in some cases it may be interpreted as an assignment of y to x (see below).

In addition to operators, there are many functions available in Jython. Here are some of the useful numeric functions:

abs(x) Absolute value acos(x) Arccosine
asin(x) Arcsine atan(x) Arctangent
ceil(x) Ceiling (round up) complex(a, b=0) Return a + b * 1j
cos(x) Cosine divmod(a, b) Return (a / b, a % b)
exp(x) Return ex float(x) Convert to floating-point
floor(x) Floor (round down) int(x) Convert to integer (round toward 0)
log(x) Natural logarithm (base e) log10(x) Common logarithm (base 10)
pow(x, y) Return xy round(x) Round (nearest integer)
sin(x) Sine sqrt(x) Square root
tan(x) Tangent pi The constant $ \pi$

Strings of text may be written in either single or double quotes: 'Hello World', "Isn't this easy?". Strings may be concatenated with +, and replicated with *. For example, 2*'ko' + 'mo' produces 'kokomo'. Jython does not have a separate type of value for single characters; the function chr(x) produces the one-character string whose ASCII (actually, Unicode) code is x, while ord(s) reverses the process by returning the numeric code for the first character of s. Any Jython value may be converted to string form with the function str(x). Strings are a special case of (immutable) sequences, so most of the list functions described below also apply to strings; for example, len(s) returns the length of s. There are also many special string methods, such as s.capitalize() to create a copy of s with the first letter converted to upper-case; consult the documentation at http://www.python.org/ for details.

Lists

Jython has many operations that work on sequences of values, known as lists. To construct the list containing the values 1, 2.3, and "Hello", write the values between square brackets: [1, 2.3, "Hello"]. Note that Jython allows heterogeneous lists--the elements do not all have to be of the same type (Jython is referred to as a ``dynamically typed'' language; each value has a type associated with it, but storage locations such as variables are not restricted to hold values of any particular type).

You may also construct a list one element at a time: start by storing the empty list in a variable, then use the append(x) method to add values to the end of the list. For example, the statements

a = []
a.append(1)
a.append(2.3)
a.append("Hello")
will cause a to contain the list [1, 2.3, "Hello"]. To find out how many elements are in a list, use the len function: for example, len(a) is 3 after the above statements. If you have a list of numbers, say nums, you can find the largest and smallest values with max(nums) and min(nums).

Two lists may be concatenated with +, and the list a may be repeated n times by writing n * a (in fact, the similar operations on strings are just a special case of these). If the list a has n items, then they may be accessed by indexing the list: a[0] is the first element, a[1] is the second, ..., a[n-1] is the last. A sublist may be extracted using a slice, which is a range of indices specified by the start and (one past) the end, separated by a colon: a[3:6] is the sublist containing a[3], a[4], and a[5], while a[0:len(a)] is (a copy of) the entire list a. Instead of taking every element in the given range, a slice may optionally give a step value after a second colon: for example, a[0:6:2] contains only a[0], a[2], and a[4]. These operations also work for strings, so "Hello world"[2:8:2] is the string "low". One operation that does not work for strings (since they are immutable) is assigning a new value to an item (or a simple slice--no step allowed) in a list: the statement a[2] = 17 replaces the current third item in a with 17, while a[1:3] = ["this", "is", "a", "test"] replaces the current two-element sublist starting at index 1 with a four-element sublist.

The in operator may be used to test whether a value is present in a list: 3 in [1, 2, 3, 4] is true (1), while 3 in [] is false (0). To find out where the item occurs in the list, use the index method: if a is [3, 1, 4, 1, 5], then a.index(4) is 2, while a.index(1) is 1 (it returns the first index where the item is found). Other useful methods include a.sort(), which rearranges the elements into sorted order, and a.reverse(), which reverses the list.

The built-in function range will produce a list of integers, ideal for use in the for statement (see below). The call range(n) will produce the list [0, 1, ..., n-1] (as usual, the last number in the range is not included). The call range(m, n) will produce [m, m+1, ..., n-1], and the call range(m, n, s) will use s as the step value: [m, m+s, ..., m+k*s] (where k is the largest integer such that m+k*s is less than n).

There are many more powerful operations on lists; if you are interested, I particularly encourage you to explore map, reduce, and ``list comprehensions'' in the documentation at http://www.python.org/.

Random numbers

Jython comes with a large standard library covering many common programming tasks. The library is divided up into modules, so that a given program only needs to load the modules that it wants to use--this makes the program more efficient, and avoids unexpected collisions in naming things (that is, you are less likely to find that a name you want to use has already been taken by something in the library). One module that we will find useful is the random module. To access it, include the line ``from random import *'' at the top of your script (or type it at the interactive prompt). After doing so, the following functions will be available:
choice(a) Return a randomly chosen element of the list a
random() Return a random floating-point number between 0 and 1
randrange(m, n, s) Same as choice(range(m, n, s)), but faster
randrange(m, n) Same as randrange(m, n, 1)
randrange(n) Same as randrange(0, n)
shuffle(a) Randomly shuffle the elements of the list a
uniform(a, b) Return a random floating-point number between a and b

Statements

Simple statements include assignment (var = expression; as noted above, the var could also be a list item or slice) and the print statement (although any expression typed by itself at the interactive prompt will automatically be printed; from a JES script, the output of print e does not go to the interactive console, so you should use printNow(e) instead). Any expression may also serve as a statement--this is most useful for function calls that have some side-effect, such as show(pic) to show a picture.

To conditionally execute a block of statements based on the result of a test, use the if statement:

if <test expression>:
  <block of statements to execute>
  <if the test comes out true>
Note that the block of statements guarded by the if must be indented. If the test comes out false, the next statement to be executed will be the first following statement that starts in the same column as the if. A sequence of tests may be performed as follows:
if <test one>:
  <block one>
elif <test two>:
  <block two>
elif <test three>:
  <block three>
...
The first test that comes out true will have its corresponding block executed; none of the remaining tests will be tried. After zero or more elif statements, you can catch the situation where none of the tests were true with an else statement:
if <test one>:
  <block one>
...
else:
  <block of statements to execute>
  <if all the tests failed>
For example, here is a sequence of statements that generate a random number from 0 to 2 and set the variable c to the color red, green, or blue accordingly:
randNum = randrange(3)
if randNum == 0:
  c = red
elif randNum == 1:
  c = green
else:
  c = blue
Note that it would not work to write if randrange(3) == 0, followed by elif randrange(3) == 1, since the two calls to randrange(3) will produce independent random values. Also note that a much better version of this operation is simply to write
c = choice([red, green, blue])

To repeatedly execute a block while a test is true, use the while statement:

while <test expression>:
  <block>
The most common situations for repetition are looping through the elements of a list and counting a fixed number of iterations of a block. The for statement is a variant of while which is tuned for these special cases:
for x in a:
  <block to execute once for each element of a>
  <x will take on successive values from the list>
To execute a block of statements n times, use the range function:
for i in range(n):
  <block to execute n times>
  <i will take on values 0, 1, ..., n-1>

The last compound statement we will need is the function definition:

def <function name>(<arguments>):
  <block of statements to execute when function is called>
For example, the following function will add up the numbers in a list:
def sum(a):
  total = 0
  for x in a:
    total = total + x
  return total
If a function is to be called purely for its side-effects, it does not need a return statement; otherwise, the statement return <expression> causes the function call to produce the value of <expression> for the caller. After the above definition, if we execute print sum([1, 2, 3]), then the result 6 will be printed.

When a function is called, the values (if any) in the parentheses after the name of the function will be matched up with the arguments listed in the def statement, so that those variables will start the function block containing those values. It is possible to provide default values for some of the arguments; for example, here is one possible implementation of the two- and three-argument versions of the range function (also handling the one-argument version is more work):

def range(m, n, s=1):
  a = []
  while m < n:
    a.append(m)
    m = m + s
  return a
When it is called as range(m, n), the third argument defaults to 1.

JES

The Jython Environment for Students (JES), developed at Georgia Tech, extends the base Jython language with a number of types and functions for working with pictures and sounds. Additional functionality has been added here at DePauw to handle ``Turtle Graphics'' and musical scores (see the next section on jMusic).

First, here are some general utility functions provided by JES:

setMediaFolder() Prompt the user to choose a folder that will be used as the default location for files
pickAFile() Prompt the user to choose a file; returns the full filename as a string
printNow(s) Print the string s in the interactive console (works from a script)
pause(sec) Pause script execution for sec seconds (defaults to 0.1)

Pictures

A picture is a rectangular collection of pixels (dots), each of which has an associated color. Here are the related functions:
makePicture(file) Return a picture loaded from a GIF, JPEG, or PNG file
makeEmptyPicture(w, h) Return a blank picture (all pixels black) with the given width and height
writePictureTo(pic, file) Save pic in JPEG format to the given file name
openPictureTool(pic) Open the picture exploration window for pic
show(pic) Display the picture pic on the screen
repaint(pic) Refresh the picture pic on the screen after pixels have changed
getPixels(pic) Return a list of all the pixels (all the rows concatenated together)
getPixel(pic, x, y) Return the pixel from row x, column y (upper-left is at 1, 1)
getWidth(pic), getHeight(pic) Return the number of columns or rows in pic
Picture objects also have a number of associated methods (a method is basically an alternate way to write a function so that it is clear that it applies to a particular object; the object is written in front of the method name instead of as an argument: x.f(y) instead of f(x, y)--the advantage is that different kinds of objects can respond to the same method name by running different code, since the method definition is looked up relative to the object):
pic.clear(c) Clear all the pixels to the color c (defaults to black)
pic.copy() Return a new picture which is a copy of pic
pic.setTitle(s) Set the title for pic's window to the string s
pic.addLine(c, x1, y1, x2, y2) Draw a line with color c from (x1,y1) to (x2,y2)
pic.addRect(c, x, y, w, h) Draw a rectangle with color c, corner at (x,y), and size w by h
pic.addRectFilled(c, x, y, w, h) Same, but fill with color c
pic.addOval(c, x, y, w, h) Draw an oval inside the given rectangle
pic.addOvalFilled(c, x, y, w, h) Fill the oval
pic.addArc(c, x, y, w, h, s, a) Draw part of an oval, starting at angle s (in degrees; 0o is the x-axis, increasing counter-clockwise) and spanning angle a
pic.addArcFilled(c,x,y,w,h,s,a) Fill in the wedge defined by the arc
pic.addText(c, x, y, s) Write the string s with color c and lower-left corner at (x,y)
There is also a method pic.addTextWithStyle(c, x, y, s, style) which has an extra argument describing the font. You can create a style object with the function makeStyle(font, emphasis, size), where font can be sansSerif, serif, or mono, emphasis can be plain, bold, italic, or bold+italic, and size is the point size (roughly the height of the characters). The default is makeStyle(sansSerif, plain, 15).

If you have a list of pictures, say frames, you can create a QuickTime movie file with the function makeMovieFromPictures(frames, file). The file name (file) should end in .mov. There is an optional third argument to specify the number of frames per second; it defaults to 30. If you have QuickTime for Java installed, you can view the movie with openMovie(file).

Pixels

A pixel object contains a color, and also remembers where it came from (which picture, and what coordinates). It recognizes the following functions (each can also be called as a method: p.setRed(r) instead of setRed(p, r), for example):
setRed(p, r), setGreen(p, g), setBlue(p, b) Change the given color component of p
getRed(p), getGreen(p), getBlue(p) Return the given color component of p
setColor(p, c), getColor(p) Change or return the color of p
getX(p), getY(p) Return the coordinates of p

Colors

A color object represents a combination of red, green, and blue components, plus an alpha component determining transparency. Each of these four components takes on values from 0 to 255; higher values correspond to brighter colors and greater opacity. Here are the relevant functions:
pickAColor() Prompt the user to choose a color; returns the color chosen
Color(r, g, b, alpha) Create a new color object with the given components (alpha defaults to 255 if not given)
c.r, c.g, c.b, c.alpha Return the value of a color component
distance(c1, c2) Compute the (Euclidean) distance between colors c1 and c2
increaseBrightness(c, f) Return a new color whose brightness level is scaled up by f, from no change if f is 0.0, up to full brightness (white) if f is 1.0; f defaults to 0.5
decreaseBrightness(c, f) Return a new color whose brightness level is scaled down by f, from no change if f is 0.0, down to no brightness (black) if f is 1.0; f defaults to 0.5
increaseSaturation(c, f) Similar, for saturation level (the difference between the maximum and minimum color components)
decreaseSaturation(c, f) Ditto
increaseRed(c, f) Similar, for the red component
decreaseRed(c, f) Guess
... Similar functions for Green, Blue, Yellow, Cyan, and Magenta
rotateHue(c, a) Return a new color whose hue is shifted by angle a, in degrees ( 120o from red is green, 240o is blue, etc.); a defaults to 60o
A number of colors are predefined: black, white, gray, darkGray, lightGray, red, green, blue, yellow, cyan, magenta, orange, and pink.

Turtles

A ``turtle'' encapsulates a current position, rotation, scaling, and shearing (in short, a transformation) within a picture, plus a pen color, allowing an easy way to draw on the picture without having to calculate absolute coordinates. To create a turtle t on the picture pic, execute the statement ``t = Turtle(pic)''. A picture may have several turtles active at any given time, each with their own transformation and color; for debugging purposes, the turtles may be set to show themselves, but for efficiency they should remain hidden most of the time. If the turtle is hidden, you will need to explicitly show(pic) or repaint(pic) to see its effect.

Here are the methods recognized by turtles:

t.reset() Reset the turtle to the center of the picture, scaled so that the right edge is one unit forward and the top edge is one unit to the side
t.copy() Return a new turtle with the same transformation and color as t
t.color Return the pen color; change the color of t by assigning to this (for example, t.color = red)
t.width Return the pen width; change it by assigning to this
t.show(), t.hide() Make the turtle visible or invisible
t.move(x, y) Move (without drawing) forward x units and sideways y units (y defaults to 0 if not present)
t.moveForward(x) Same as t.move(x)
t.moveSide(y) Same as t.move(0, y)
t.draw(x, y) Draw a line from the current position to the point (x, y) (y defaults to 0 if not present)
t.drawForward(x) Same as t.draw(x)
t.drawSide(y) Same as t.draw(0, y)
t.turn(a) Rotate counter-clockwise by angle a (in degrees)
t.scale(s) Scale the size of the turtle by factor s; t.scale(0.5) makes the turtle half as large, so t.draw(1) will only go half as far as before
t.scaleBoth(sx, sy) Scale the turtle by sx in the forward (x) direction, and sy in the side (y) direction
t.scaleForward(s) Same as t.scaleBoth(s, 1.0)
t.scaleSide(s) Same as t.scaleBoth(1.0, s)
t.shear(x, y) Shear the y-coordinate forward by x, and the x-coordinate to the side by y; y defaults to 0
t.shearForward(x) Same as t.shear(x)
t.shearSide(y) Same as t.shear(0, y)
t.drawCircle(r) Draw a circle centered on the current position with radius r
t.drawEllipse(rx, ry) Draw an ellipse centered on the current position with forward radius rx and side radius ry
t.drawSquare(w) Draw a square with lower-left corner at the current position and side length w
t.drawRectangle(w, h) Draw a rectangle with lower-left corner at the current position and size w by h
t.fillCircle(r) Same as t.drawCircle(r), but filled
t.fillEllipse(rx, ry) Same as t.drawEllipse(rx, ry), but filled
t.fillSquare(w) Same as t.drawSquare(w), but filled
t.fillRectangle(w, h) Same as t.drawRectangle(w, h), but filled
t.stamp(pic) Copy the picture pic at the current turtle position, transformed to fit from (-1, -1) to (1, 1) in turtle coordinates

Sound

A sound is treated as a collection of sample values, much as a picture is a collection of pixels. Here are the functions on sounds:
makeSound(file) Return a sound loaded from a WAV, AU, or AIFF file
makeEmptySound(sec) Return a blank sound (all samples 0) of length sec seconds
writeSoundTo(s, file) Save s in the given file; uses the same format as when loaded (makeEmptySound creates a sound in WAV format)
openSoundTool(s) Open the sound exploration window for s
play(s) Play sound s in the background
playAtRate(s, r) Play s at speed r--1.0 is normal, 2.0 is twice as fast, etc.
playInRange(s, b, e) Play s from sample number b to e
playAtRateInRange(s, r, b, e) Play s from b to e at speed r
blockingPlay(s) Play s and wait for it to finish (also, blockingPlayInRange and blockingPlayAtRateInRange)
getSamples(s) Return the collection of samples in s (not quite a list, but indexable and usable in a for loop)
getLength(s) Return the number of samples in s
getSamplingRate(s) Return the number of samples per second in s
There are also some useful methods on sound and sample objects:
s.getSampleValue(i) Return the (left channel, if stereo) value of the ith sample in s (the first sample is at index 1)
s.getLeftSampleValue(i) Return the left channel value at index i
s.getRightSampleValue(i) Return the right channel value at index i
s.setSampleValue(i, v) Set the (left) value of sample i to v; the range of sample values is -32,768 to +32,767
s.setLeftSampleValue(i, v) Same
s.setRightSampleValue(i, v) Guess what?
s.getSampleObjectAt(i) Extracts the sample object at index i, without creating a whole collection of samples
samp.value Return the value of sample samp; change the value by assigning to this
samp.left Return or change the left channel value of samp
samp.right Return or change the right channel value of samp

Finally, JES provides a simple function to play a MIDI note: playNote(n, dur, vol) plays note number n (middle C is 60, C-sharp is 61, etc.; the range is 0-127) for dur milliseconds at volume vol (maximum is 127). The function pauses execution until the note is finished. For much more complete support of MIDI music, see the next section.

jMusic

jMusic is being developed at the Queensland University of Technology (http://jmusic.ci.qut.edu.au/). It is a powerful collection of tools for working with music at a variety of levels, from low-level instrument synthesis to advanced algorithmic composition and analysis techniques. Since it is written in Java, it is fairly easy to use from Jython. We will only explore a small part of jMusic, enough to create simple compositions using MIDI and AU files.

The primary model for constructing music with jMusic is known as ``off-line'' composition--the program generates an entire piece and saves it as a file, which can then be played. In general, this is much more flexible than ``real-time'' composition, where the computer only has the time until the next note has to play to figure out what to do. An entire piece is represented by a score object. A score contains one or more parts, each associated with an instrument. A part is composed of phrase objects, each of which contains some number of note objects. Notes in a phrase may be combined horizontally, as successive notes in a melody, or vertically, as notes in a chord. Each note is specified by a number (the MIDI note number, as described above) or a frequency to determine the pitch, plus a dynamic level, duration, and stereo panning position.

Here is a sampling of the functions and methods available for notes:

Note(p, rv) Create a note object with pitch number p (0 to 127; middle C is 60) and rhythmic value rv (1.0 is one beat)
Note(f, rv) Create a note object with frequency f (440.0 is A above middle C) and rhythmic value rv
n.copy() Return a copy of note n
n.duration Return or change the duration of note n (by default, 90% of the rhythmic value)
n.dynamic Return or change the dynamic level of note n, from 0 to 127
n.frequency Return or change the frequency of note n
n.offset Return or change the offset (how much after the beat the note really starts) of note n
n.pan Return or change the stereo pan of n, from 0.0 (left) to 1.0 (right)
n.pitch Return or change the pitch of note n
n.rhythmValue Return or change the rhythm value of note n, in beats
n.isScale(scale) Return true if n is a note in the given scale (see below)
A scale is specified by a list of pitches in the range 0 to 11 (C to B). A number of common scales are predefined: JM.MAJOR_SCALE, JM.MINOR_SCALE, JM.PENTATONIC_SCALE, etc. Check the documentation for the complete list. There are also a large number of constants defined for pitches (JM.REST, JM.C4, JM.CS4 = JM.DF4, ...), rhythmic values ( JM.WHOLE_NOTE = JM.WN, JM.DOTTED_HALF_NOTE = JM.DHN, JM.QUARTER_NOTE_TRIPLET = JM.QNT, ...), and dynamic levels (JM.PPP to JM.FFF), among other things.

Here are some of the functions and methods for phrases and chords:

Phrase() Create an empty phrase
ph.copy() Return a copy of phrase ph
ph.addNote(n) Add a note object n to the phrase ph
ph.addNote(p, rv) Add a note with the given pitch and rhythmic value to ph
ph.addNoteList(notes) Add a list of note objects to ph
ph.addNoteList(ps, rvs) Add a list of pitches (ps) and corresponding rhythmic values (rvs) to ph
ph.addChord(ps, rv) Add a chord with list of pitches (ps) and common rhythmic value (rv) to ph
ph.startTime Return or change the starting time (in beats) of ph
ph.endTime Return the ending time of ph (read-only)
ph.pan Return or change the stereo pan of ph
ph.size() Return the number of notes in ph
ph.getNote(i) Return the note at index i (starting at 0)
CPhrase() Create an empty chord
c.copy() Return a copy of chord c
c.addChord(ps, rv) Add a list of pitches (ps) and rhythmic value (rv) to c
c.addChord(notes) Add a list of notes to c (rhythmic value is that of notes[0])
c.flam(offset) Create a strumming effect by offsetting successive notes in c
c.startTime Return or change the starting time of ph
c.endTime Return the ending time of c (read-only)
c.pan Return or change the stereo pan of c

Here are some of the functions and methods for parts:

Part() Create an empty part
pt.copy() Return a copy of part pt
pt.addPhrase(ph) Add phrase ph to the part; default is to add it in parallel to any other phrases in the part
pt.appendPhrase(ph) Append phrase ph to the end of the part
pt.addCPhrase(c) Append chord c to the end of the part
pt.endTime Return the ending time of pt (read-only)
pt.instrument Return or change the instrument associated with pt
pt.pan Return or change the stereo pan of pt
pt.size() Return the number of phrases in ph
pt.getPhrase(i) Return phrase number i in pt (starting at 0)

And here are some of the functions and methods for entire scores:

Score() Create an empty score
s.addPart(pt) Add part pt to score s
s.endTime Return the ending time of s (read-only)
s.tempo Return or change the tempo of s, in beats per minute (default is 60.0)
s.size() Return the number of parts in s
s.getPart(i) Return part number i in s (starting at 0)
s.title Return or change the title of the piece
s.keySignature Return or change the number of sharps (> 0) or flats (< 0)
s.numerator Return or change the numerator of the time signature
s.denominator Return or change the denominator of the time signature

Finally, here are some of the functions to manipulate scores:

playScore(s) Play s using the computer's MIDI synthesizer
JMUtil.Read.midi(s, file) Read the named MIDI file into score s
JMUtil.Write.midi(s, file) Write s to the named MIDI file
JMUtil.Write.au(s, file, insts) Write s to the named AU file, using the given list of instruments (read the documentation, or ask me, about how to specify instruments)
JMUtil.View.show(s) Display a window with a bar representation of s
JMUtil.View.notate(s) Display a window with a note representation of s (this is in development; it will only display the first phrase of each part currently)
JMUtil.View.histogram(s) Display a window showing a histogram of pitches in s
Mod.accents(s, beats) Accent the first beat of each measure in s; beats gives the number of beats per measure
Mod.changeLength(ph, length) Scale the rhythmic values in ph so the total number of beats is length
Mod.crescendo(ph, t1, t2, d1, d2) Increase the dynamic levels in ph from d1 at time t1 to d2 at time t2
Mod.cycle(ph, length) Repeat the phrase ph to fill length beats
Mod.inversion(ph) Invert each note in ph around the pitch of the first note
Mod.quantize(s, q) Adjust each note in s to start and end on a multiple of q
Mod.repeat(ph, n) Repeat the phrase ph n times
Mod.retrograde(ph) Reverse the order of the notes in ph
Mod.shuffle(ph) Randomly rearrange the notes in ph
Mod.transpose(ph, steps) Shift each note in ph up by steps semitones
Mod.transpose(ph, steps, scale, key) Shift each note in ph up by steps degrees of the given scale, with key as tonic