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SubscribeAudio Entailment: Assessing Deductive Reasoning for Audio Understanding
Recent literature uses language to build foundation models for audio. These Audio-Language Models (ALMs) are trained on a vast number of audio-text pairs and show remarkable performance in tasks including Text-to-Audio Retrieval, Captioning, and Question Answering. However, their ability to engage in more complex open-ended tasks, like Interactive Question-Answering, requires proficiency in logical reasoning -- a skill not yet benchmarked. We introduce the novel task of Audio Entailment to evaluate an ALM's deductive reasoning ability. This task assesses whether a text description (hypothesis) of audio content can be deduced from an audio recording (premise), with potential conclusions being entailment, neutral, or contradiction, depending on the sufficiency of the evidence. We create two datasets for this task with audio recordings sourced from two audio captioning datasets -- AudioCaps and Clotho -- and hypotheses generated using Large Language Models (LLMs). We benchmark state-of-the-art ALMs and find deficiencies in logical reasoning with both zero-shot and linear probe evaluations. Finally, we propose "caption-before-reason", an intermediate step of captioning that improves the zero-shot and linear-probe performance of ALMs by an absolute 6% and 3%, respectively.
Video-to-Audio Generation with Hidden Alignment
Generating semantically and temporally aligned audio content in accordance with video input has become a focal point for researchers, particularly following the remarkable breakthrough in text-to-video generation. In this work, we aim to offer insights into the video-to-audio generation paradigm, focusing on three crucial aspects: vision encoders, auxiliary embeddings, and data augmentation techniques. Beginning with a foundational model VTA-LDM built on a simple yet surprisingly effective intuition, we explore various vision encoders and auxiliary embeddings through ablation studies. Employing a comprehensive evaluation pipeline that emphasizes generation quality and video-audio synchronization alignment, we demonstrate that our model exhibits state-of-the-art video-to-audio generation capabilities. Furthermore, we provide critical insights into the impact of different data augmentation methods on enhancing the generation framework's overall capacity. We showcase possibilities to advance the challenge of generating synchronized audio from semantic and temporal perspectives. We hope these insights will serve as a stepping stone toward developing more realistic and accurate audio-visual generation models.
CoNeTTE: An efficient Audio Captioning system leveraging multiple datasets with Task Embedding
Automated Audio Captioning (AAC) involves generating natural language descriptions of audio content, using encoder-decoder architectures. An audio encoder produces audio embeddings fed to a decoder, usually a Transformer decoder, for caption generation. In this work, we describe our model, which novelty, compared to existing models, lies in the use of a ConvNeXt architecture as audio encoder, adapted from the vision domain to audio classification. This model, called CNext-trans, achieved state-of-the-art scores on the AudioCaps (AC) dataset and performed competitively on Clotho (CL), while using four to forty times fewer parameters than existing models. We examine potential biases in the AC dataset due to its origin from AudioSet by investigating unbiased encoder's impact on performance. Using the well-known PANN's CNN14, for instance, as an unbiased encoder, we observed a 1.7% absolute reduction in SPIDEr score (where higher scores indicate better performance). To improve cross-dataset performance, we conducted experiments by combining multiple AAC datasets (AC, CL, MACS, WavCaps) for training. Although this strategy enhanced overall model performance across datasets, it still fell short compared to models trained specifically on a single target dataset, indicating the absence of a one-size-fits-all model. To mitigate performance gaps between datasets, we introduced a Task Embedding (TE) token, allowing the model to identify the source dataset for each input sample. We provide insights into the impact of these TEs on both the form (words) and content (sound event types) of the generated captions. The resulting model, named CoNeTTE, an unbiased CNext-trans model enriched with dataset-specific Task Embeddings, achieved SPIDEr scores of 44.1% and 30.5% on AC and CL, respectively. Code available: https://github.com/Labbeti/conette-audio-captioning.
WavJourney: Compositional Audio Creation with Large Language Models
Large Language Models (LLMs) have shown great promise in integrating diverse expert models to tackle intricate language and vision tasks. Despite their significance in advancing the field of Artificial Intelligence Generated Content (AIGC), their potential in intelligent audio content creation remains unexplored. In this work, we tackle the problem of creating audio content with storylines encompassing speech, music, and sound effects, guided by text instructions. We present WavJourney, a system that leverages LLMs to connect various audio models for audio content generation. Given a text description of an auditory scene, WavJourney first prompts LLMs to generate a structured script dedicated to audio storytelling. The audio script incorporates diverse audio elements, organized based on their spatio-temporal relationships. As a conceptual representation of audio, the audio script provides an interactive and interpretable rationale for human engagement. Afterward, the audio script is fed into a script compiler, converting it into a computer program. Each line of the program calls a task-specific audio generation model or computational operation function (e.g., concatenate, mix). The computer program is then executed to obtain an explainable solution for audio generation. We demonstrate the practicality of WavJourney across diverse real-world scenarios, including science fiction, education, and radio play. The explainable and interactive design of WavJourney fosters human-machine co-creation in multi-round dialogues, enhancing creative control and adaptability in audio production. WavJourney audiolizes the human imagination, opening up new avenues for creativity in multimedia content creation.
On the Audio Hallucinations in Large Audio-Video Language Models
Large audio-video language models can generate descriptions for both video and audio. However, they sometimes ignore audio content, producing audio descriptions solely reliant on visual information. This paper refers to this as audio hallucinations and analyzes them in large audio-video language models. We gather 1,000 sentences by inquiring about audio information and annotate them whether they contain hallucinations. If a sentence is hallucinated, we also categorize the type of hallucination. The results reveal that 332 sentences are hallucinated with distinct trends observed in nouns and verbs for each hallucination type. Based on this, we tackle a task of audio hallucination classification using pre-trained audio-text models in the zero-shot and fine-tuning settings. Our experimental results reveal that the zero-shot models achieve higher performance (52.2% in F1) than the random (40.3%) and the fine-tuning models achieve 87.9%, outperforming the zero-shot models.
Multitask learning in Audio Captioning: a sentence embedding regression loss acts as a regularizer
In this work, we propose to study the performance of a model trained with a sentence embedding regression loss component for the Automated Audio Captioning task. This task aims to build systems that can describe audio content with a single sentence written in natural language. Most systems are trained with the standard Cross-Entropy loss, which does not take into account the semantic closeness of the sentence. We found that adding a sentence embedding loss term reduces overfitting, but also increased SPIDEr from 0.397 to 0.418 in our first setting on the AudioCaps corpus. When we increased the weight decay value, we found our model to be much closer to the current state-of-the-art methods, with a SPIDEr score up to 0.444 compared to a 0.475 score. Moreover, this model uses eight times less trainable parameters. In this training setting, the sentence embedding loss has no more impact on the model performance.
Exploring Quality and Generalizability in Parameterized Neural Audio Effects
Deep neural networks have shown promise for music audio signal processing applications, often surpassing prior approaches, particularly as end-to-end models in the waveform domain. Yet results to date have tended to be constrained by low sample rates, noise, narrow domains of signal types, and/or lack of parameterized controls (i.e. "knobs"), making their suitability for professional audio engineering workflows still lacking. This work expands on prior research published on modeling nonlinear time-dependent signal processing effects associated with music production by means of a deep neural network, one which includes the ability to emulate the parameterized settings you would see on an analog piece of equipment, with the goal of eventually producing commercially viable, high quality audio, i.e. 44.1 kHz sampling rate at 16-bit resolution. The results in this paper highlight progress in modeling these effects through architecture and optimization changes, towards increasing computational efficiency, lowering signal-to-noise ratio, and extending to a larger variety of nonlinear audio effects. Toward these ends, the strategies employed involved a three-pronged approach: model speed, model accuracy, and model generalizability. Most of the presented methods provide marginal or no increase in output accuracy over the original model, with the exception of dataset manipulation. We found that limiting the audio content of the dataset, for example using datasets of just a single instrument, provided a significant improvement in model accuracy over models trained on more general datasets.
AudioTime: A Temporally-aligned Audio-text Benchmark Dataset
Recent advancements in audio generation have enabled the creation of high-fidelity audio clips from free-form textual descriptions. However, temporal relationships, a critical feature for audio content, are currently underrepresented in mainstream models, resulting in an imprecise temporal controllability. Specifically, users cannot accurately control the timestamps of sound events using free-form text. We acknowledge that a significant factor is the absence of high-quality, temporally-aligned audio-text datasets, which are essential for training models with temporal control. The more temporally-aligned the annotations, the better the models can understand the precise relationship between audio outputs and temporal textual prompts. Therefore, we present a strongly aligned audio-text dataset, AudioTime. It provides text annotations rich in temporal information such as timestamps, duration, frequency, and ordering, covering almost all aspects of temporal control. Additionally, we offer a comprehensive test set and evaluation metric to assess the temporal control performance of various models. Examples are available on the https://zeyuxie29.github.io/AudioTime/
Audio Retrieval with Natural Language Queries: A Benchmark Study
The objectives of this work are cross-modal text-audio and audio-text retrieval, in which the goal is to retrieve the audio content from a pool of candidates that best matches a given written description and vice versa. Text-audio retrieval enables users to search large databases through an intuitive interface: they simply issue free-form natural language descriptions of the sound they would like to hear. To study the tasks of text-audio and audio-text retrieval, which have received limited attention in the existing literature, we introduce three challenging new benchmarks. We first construct text-audio and audio-text retrieval benchmarks from the AudioCaps and Clotho audio captioning datasets. Additionally, we introduce the SoundDescs benchmark, which consists of paired audio and natural language descriptions for a diverse collection of sounds that are complementary to those found in AudioCaps and Clotho. We employ these three benchmarks to establish baselines for cross-modal text-audio and audio-text retrieval, where we demonstrate the benefits of pre-training on diverse audio tasks. We hope that our benchmarks will inspire further research into audio retrieval with free-form text queries. Code, audio features for all datasets used, and the SoundDescs dataset are publicly available at https://github.com/akoepke/audio-retrieval-benchmark.
FakeSound: Deepfake General Audio Detection
With the advancement of audio generation, generative models can produce highly realistic audios. However, the proliferation of deepfake general audio can pose negative consequences. Therefore, we propose a new task, deepfake general audio detection, which aims to identify whether audio content is manipulated and to locate deepfake regions. Leveraging an automated manipulation pipeline, a dataset named FakeSound for deepfake general audio detection is proposed, and samples can be viewed on website https://FakeSoundData.github.io. The average binary accuracy of humans on all test sets is consistently below 0.6, which indicates the difficulty humans face in discerning deepfake audio and affirms the efficacy of the FakeSound dataset. A deepfake detection model utilizing a general audio pre-trained model is proposed as a benchmark system. Experimental results demonstrate that the performance of the proposed model surpasses the state-of-the-art in deepfake speech detection and human testers.
Whisper-GPT: A Hybrid Representation Audio Large Language Model
We propose WHISPER-GPT: A generative large language model (LLM) for speech and music that allows us to work with continuous audio representations and discrete tokens simultaneously as part of a single architecture. There has been a huge surge in generative audio, speech, and music models that utilize discrete audio tokens derived from neural compression algorithms, e.g. ENCODEC. However, one of the major drawbacks of this approach is handling the context length. It blows up for high-fidelity generative architecture if one has to account for all the audio contents at various frequencies for the next token prediction. By combining continuous audio representation like the spectrogram and discrete acoustic tokens, we retain the best of both worlds: Have all the information needed from the audio at a specific time instance in a single token, yet allow LLM to predict the future token to allow for sampling and other benefits discrete space provides. We show how our architecture improves the perplexity and negative log-likelihood scores for the next token prediction compared to a token-based LLM for speech and music.
Enhance Temporal Relations in Audio Captioning with Sound Event Detection
Automated audio captioning aims at generating natural language descriptions for given audio clips, not only detecting and classifying sounds, but also summarizing the relationships between audio events. Recent research advances in audio captioning have introduced additional guidance to improve the accuracy of audio events in generated sentences. However, temporal relations between audio events have received little attention while revealing complex relations is a key component in summarizing audio content. Therefore, this paper aims to better capture temporal relationships in caption generation with sound event detection (SED), a task that locates events' timestamps. We investigate the best approach to integrate temporal information in a captioning model and propose a temporal tag system to transform the timestamps into comprehensible relations. Results evaluated by the proposed temporal metrics suggest that great improvement is achieved in terms of temporal relation generation.
SoundStream: An End-to-End Neural Audio Codec
We present SoundStream, a novel neural audio codec that can efficiently compress speech, music and general audio at bitrates normally targeted by speech-tailored codecs. SoundStream relies on a model architecture composed by a fully convolutional encoder/decoder network and a residual vector quantizer, which are trained jointly end-to-end. Training leverages recent advances in text-to-speech and speech enhancement, which combine adversarial and reconstruction losses to allow the generation of high-quality audio content from quantized embeddings. By training with structured dropout applied to quantizer layers, a single model can operate across variable bitrates from 3kbps to 18kbps, with a negligible quality loss when compared with models trained at fixed bitrates. In addition, the model is amenable to a low latency implementation, which supports streamable inference and runs in real time on a smartphone CPU. In subjective evaluations using audio at 24kHz sampling rate, SoundStream at 3kbps outperforms Opus at 12kbps and approaches EVS at 9.6kbps. Moreover, we are able to perform joint compression and enhancement either at the encoder or at the decoder side with no additional latency, which we demonstrate through background noise suppression for speech.
MakeItTalk: Speaker-Aware Talking-Head Animation
We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking head dynamics. Another key component of our method is the prediction of facial landmarks reflecting speaker-aware dynamics. Based on this intermediate representation, our method is able to synthesize photorealistic videos of entire talking heads with full range of motion and also animate artistic paintings, sketches, 2D cartoon characters, Japanese mangas, stylized caricatures in a single unified framework. We present extensive quantitative and qualitative evaluation of our method, in addition to user studies, demonstrating generated talking heads of significantly higher quality compared to prior state-of-the-art.
MambaFoley: Foley Sound Generation using Selective State-Space Models
Recent advancements in deep learning have led to widespread use of techniques for audio content generation, notably employing Denoising Diffusion Probabilistic Models (DDPM) across various tasks. Among these, Foley Sound Synthesis is of particular interest for its role in applications for the creation of multimedia content. Given the temporal-dependent nature of sound, it is crucial to design generative models that can effectively handle the sequential modeling of audio samples. Selective State Space Models (SSMs) have recently been proposed as a valid alternative to previously proposed techniques, demonstrating competitive performance with lower computational complexity. In this paper, we introduce MambaFoley, a diffusion-based model that, to the best of our knowledge, is the first to leverage the recently proposed SSM known as Mamba for the Foley sound generation task. To evaluate the effectiveness of the proposed method, we compare it with a state-of-the-art Foley sound generative model using both objective and subjective analyses.
Dealing with training and test segmentation mismatch: FBK@IWSLT2021
This paper describes FBK's system submission to the IWSLT 2021 Offline Speech Translation task. We participated with a direct model, which is a Transformer-based architecture trained to translate English speech audio data into German texts. The training pipeline is characterized by knowledge distillation and a two-step fine-tuning procedure. Both knowledge distillation and the first fine-tuning step are carried out on manually segmented real and synthetic data, the latter being generated with an MT system trained on the available corpora. Differently, the second fine-tuning step is carried out on a random segmentation of the MuST-C v2 En-De dataset. Its main goal is to reduce the performance drops occurring when a speech translation model trained on manually segmented data (i.e. an ideal, sentence-like segmentation) is evaluated on automatically segmented audio (i.e. actual, more realistic testing conditions). For the same purpose, a custom hybrid segmentation procedure that accounts for both audio content (pauses) and for the length of the produced segments is applied to the test data before passing them to the system. At inference time, we compared this procedure with a baseline segmentation method based on Voice Activity Detection (VAD). Our results indicate the effectiveness of the proposed hybrid approach, shown by a reduction of the gap with manual segmentation from 8.3 to 1.4 BLEU points.
Improving Music Genre Classification from Multi-Modal Properties of Music and Genre Correlations Perspective
Music genre classification has been widely studied in past few years for its various applications in music information retrieval. Previous works tend to perform unsatisfactorily, since those methods only use audio content or jointly use audio content and lyrics content inefficiently. In addition, as genres normally co-occur in a music track, it is desirable to capture and model the genre correlations to improve the performance of multi-label music genre classification. To solve these issues, we present a novel multi-modal method leveraging audio-lyrics contrastive loss and two symmetric cross-modal attention, to align and fuse features from audio and lyrics. Furthermore, based on the nature of the multi-label classification, a genre correlations extraction module is presented to capture and model potential genre correlations. Extensive experiments demonstrate that our proposed method significantly surpasses other multi-label music genre classification methods and achieves state-of-the-art result on Music4All dataset.
Pavlok-Nudge: A Feedback Mechanism for Atomic Behaviour Modification with Snoring Usecase
This paper proposes a feedback mechanism to 'break bad habits' using the Pavlok device. Pavlok utilises beeps, vibration and shocks as a mode of aversion technique to help individuals with behaviour modification. While the device can be useful in certain periodic daily life situations, like alarms and exercise notifications, the device relies on manual operations that limit its usage. To this end, we design a user interface to generate an automatic feedback mechanism that integrates Pavlok and a deep learning based model to detect certain behaviours via an integrated user interface i.e. mobile or desktop application. Our proposed solution is implemented and verified in the context of snoring, which first detects audio from the environment following a prediction of whether the audio content is a snore or not. Based on the prediction of the deep learning model, we use Pavlok to alert users for preventive measures. We believe that this simple solution can help people to change their atomic habits, which may lead to long-term benefits.
AudioGPT: Understanding and Generating Speech, Music, Sound, and Talking Head
Large language models (LLMs) have exhibited remarkable capabilities across a variety of domains and tasks, challenging our understanding of learning and cognition. Despite the recent success, current LLMs are not capable of processing complex audio information or conducting spoken conversations (like Siri or Alexa). In this work, we propose a multi-modal AI system named AudioGPT, which complements LLMs (i.e., ChatGPT) with 1) foundation models to process complex audio information and solve numerous understanding and generation tasks; and 2) the input/output interface (ASR, TTS) to support spoken dialogue. With an increasing demand to evaluate multi-modal LLMs of human intention understanding and cooperation with foundation models, we outline the principles and processes and test AudioGPT in terms of consistency, capability, and robustness. Experimental results demonstrate the capabilities of AudioGPT in solving AI tasks with speech, music, sound, and talking head understanding and generation in multi-round dialogues, which empower humans to create rich and diverse audio content with unprecedented ease. Our system is publicly available at https://github.com/AIGC-Audio/AudioGPT.
AV-Deepfake1M: A Large-Scale LLM-Driven Audio-Visual Deepfake Dataset
The detection and localization of highly realistic deepfake audio-visual content are challenging even for the most advanced state-of-the-art methods. While most of the research efforts in this domain are focused on detecting high-quality deepfake images and videos, only a few works address the problem of the localization of small segments of audio-visual manipulations embedded in real videos. In this research, we emulate the process of such content generation and propose the AV-Deepfake1M dataset. The dataset contains content-driven (i) video manipulations, (ii) audio manipulations, and (iii) audio-visual manipulations for more than 2K subjects resulting in a total of more than 1M videos. The paper provides a thorough description of the proposed data generation pipeline accompanied by a rigorous analysis of the quality of the generated data. The comprehensive benchmark of the proposed dataset utilizing state-of-the-art deepfake detection and localization methods indicates a significant drop in performance compared to previous datasets. The proposed dataset will play a vital role in building the next-generation deepfake localization methods. The dataset and associated code are available at https://github.com/ControlNet/AV-Deepfake1M .
CAT: Enhancing Multimodal Large Language Model to Answer Questions in Dynamic Audio-Visual Scenarios
This paper focuses on the challenge of answering questions in scenarios that are composed of rich and complex dynamic audio-visual components. Although existing Multimodal Large Language Models (MLLMs) can respond to audio-visual content, these responses are sometimes ambiguous and fail to describe specific audio-visual events. To overcome this limitation, we introduce the CAT, which enhances MLLM in three ways: 1) besides straightforwardly bridging audio and video, we design a clue aggregator that aggregates question-related clues in dynamic audio-visual scenarios to enrich the detailed knowledge required for large language models. 2) CAT is trained on a mixed multimodal dataset, allowing direct application in audio-visual scenarios. Notably, we collect an audio-visual joint instruction dataset named AVinstruct, to further enhance the capacity of CAT to model cross-semantic correlations. 3) we propose AI-assisted ambiguity-aware direct preference optimization, a strategy specialized in retraining the model to favor the non-ambiguity response and improve the ability to localize specific audio-visual objects. Extensive experimental results demonstrate that CAT outperforms existing methods on multimodal tasks, especially in Audio-Visual Question Answering (AVQA) tasks. The codes and the collected instructions are released at https://github.com/rikeilong/Bay-CAT.
PEAVS: Perceptual Evaluation of Audio-Visual Synchrony Grounded in Viewers' Opinion Scores
Recent advancements in audio-visual generative modeling have been propelled by progress in deep learning and the availability of data-rich benchmarks. However, the growth is not attributed solely to models and benchmarks. Universally accepted evaluation metrics also play an important role in advancing the field. While there are many metrics available to evaluate audio and visual content separately, there is a lack of metrics that offer a quantitative and interpretable measure of audio-visual synchronization for videos "in the wild". To address this gap, we first created a large scale human annotated dataset (100+ hrs) representing nine types of synchronization errors in audio-visual content and how human perceive them. We then developed a PEAVS (Perceptual Evaluation of Audio-Visual Synchrony) score, a novel automatic metric with a 5-point scale that evaluates the quality of audio-visual synchronization. We validate PEAVS using a newly generated dataset, achieving a Pearson correlation of 0.79 at the set level and 0.54 at the clip level when compared to human labels. In our experiments, we observe a relative gain 50% over a natural extension of Fr\'echet based metrics for Audio-Visual synchrony, confirming PEAVS efficacy in objectively modeling subjective perceptions of audio-visual synchronization for videos "in the wild".
ADIMA: Abuse Detection In Multilingual Audio
Abusive content detection in spoken text can be addressed by performing Automatic Speech Recognition (ASR) and leveraging advancements in natural language processing. However, ASR models introduce latency and often perform sub-optimally for profane words as they are underrepresented in training corpora and not spoken clearly or completely. Exploration of this problem entirely in the audio domain has largely been limited by the lack of audio datasets. Building on these challenges, we propose ADIMA, a novel, linguistically diverse, ethically sourced, expert annotated and well-balanced multilingual profanity detection audio dataset comprising of 11,775 audio samples in 10 Indic languages spanning 65 hours and spoken by 6,446 unique users. Through quantitative experiments across monolingual and cross-lingual zero-shot settings, we take the first step in democratizing audio based content moderation in Indic languages and set forth our dataset to pave future work.
Demo of the Linguistic Field Data Management and Analysis System -- LiFE
In the proposed demo, we will present a new software - Linguistic Field Data Management and Analysis System - LiFE (https://github.com/kmi-linguistics/life) - an open-source, web-based linguistic data management and analysis application that allows for systematic storage, management, sharing and usage of linguistic data collected from the field. The application allows users to store lexical items, sentences, paragraphs, audio-visual content with rich glossing / annotation; generate interactive and print dictionaries; and also train and use natural language processing tools and models for various purposes using this data. Since its a web-based application, it also allows for seamless collaboration among multiple persons and sharing the data, models, etc with each other. The system uses the Python-based Flask framework and MongoDB in the backend and HTML, CSS and Javascript at the frontend. The interface allows creation of multiple projects that could be shared with the other users. At the backend, the application stores the data in RDF format so as to allow its release as Linked Data over the web using semantic web technologies - as of now it makes use of the OntoLex-Lemon for storing the lexical data and Ligt for storing the interlinear glossed text and then internally linking it to the other linked lexicons and databases such as DBpedia and WordNet. Furthermore it provides support for training the NLP systems using scikit-learn and HuggingFace Transformers libraries as well as make use of any model trained using these libraries - while the user interface itself provides limited options for tuning the system, an externally-trained model could be easily incorporated within the application; similarly the dataset itself could be easily exported into a standard machine-readable format like JSON or CSV that could be consumed by other programs and pipelines.
MuVi: Video-to-Music Generation with Semantic Alignment and Rhythmic Synchronization
Generating music that aligns with the visual content of a video has been a challenging task, as it requires a deep understanding of visual semantics and involves generating music whose melody, rhythm, and dynamics harmonize with the visual narratives. This paper presents MuVi, a novel framework that effectively addresses these challenges to enhance the cohesion and immersive experience of audio-visual content. MuVi analyzes video content through a specially designed visual adaptor to extract contextually and temporally relevant features. These features are used to generate music that not only matches the video's mood and theme but also its rhythm and pacing. We also introduce a contrastive music-visual pre-training scheme to ensure synchronization, based on the periodicity nature of music phrases. In addition, we demonstrate that our flow-matching-based music generator has in-context learning ability, allowing us to control the style and genre of the generated music. Experimental results show that MuVi demonstrates superior performance in both audio quality and temporal synchronization. The generated music video samples are available at https://muvi-v2m.github.io.
Visualization: the missing factor in Simultaneous Speech Translation
Simultaneous speech translation (SimulST) is the task in which output generation has to be performed on partial, incremental speech input. In recent years, SimulST has become popular due to the spread of cross-lingual application scenarios, like international live conferences and streaming lectures, in which on-the-fly speech translation can facilitate users' access to audio-visual content. In this paper, we analyze the characteristics of the SimulST systems developed so far, discussing their strengths and weaknesses. We then concentrate on the evaluation framework required to properly assess systems' effectiveness. To this end, we raise the need for a broader performance analysis, also including the user experience standpoint. SimulST systems, indeed, should be evaluated not only in terms of quality/latency measures, but also via task-oriented metrics accounting, for instance, for the visualization strategy adopted. In light of this, we highlight which are the goals achieved by the community and what is still missing.
Do You Really Mean That? Content Driven Audio-Visual Deepfake Dataset and Multimodal Method for Temporal Forgery Localization
Due to its high societal impact, deepfake detection is getting active attention in the computer vision community. Most deepfake detection methods rely on identity, facial attributes, and adversarial perturbation-based spatio-temporal modifications at the whole video or random locations while keeping the meaning of the content intact. However, a sophisticated deepfake may contain only a small segment of video/audio manipulation, through which the meaning of the content can be, for example, completely inverted from a sentiment perspective. We introduce a content-driven audio-visual deepfake dataset, termed Localized Audio Visual DeepFake (LAV-DF), explicitly designed for the task of learning temporal forgery localization. Specifically, the content-driven audio-visual manipulations are performed strategically to change the sentiment polarity of the whole video. Our baseline method for benchmarking the proposed dataset is a 3DCNN model, termed as Boundary Aware Temporal Forgery Detection (BA-TFD), which is guided via contrastive, boundary matching, and frame classification loss functions. Our extensive quantitative and qualitative analysis demonstrates the proposed method's strong performance for temporal forgery localization and deepfake detection tasks.
"Glitch in the Matrix!": A Large Scale Benchmark for Content Driven Audio-Visual Forgery Detection and Localization
Most deepfake detection methods focus on detecting spatial and/or spatio-temporal changes in facial attributes. This is because available benchmark datasets contain mostly visual-only modifications. However, a sophisticated deepfake may include small segments of audio or audio-visual manipulations that can completely change the meaning of the content. To addresses this gap, we propose and benchmark a new dataset, Localized Audio Visual DeepFake (LAV-DF), consisting of strategic content-driven audio, visual and audio-visual manipulations. The proposed baseline method, Boundary Aware Temporal Forgery Detection (BA-TFD), is a 3D Convolutional Neural Network-based architecture which efficiently captures multimodal manipulations. We further improve (i.e. BA-TFD+) the baseline method by replacing the backbone with a Multiscale Vision Transformer and guide the training process with contrastive, frame classification, boundary matching and multimodal boundary matching loss functions. The quantitative analysis demonstrates the superiority of BA- TFD+ on temporal forgery localization and deepfake detection tasks using several benchmark datasets including our newly proposed dataset. The dataset, models and code are available at https://github.com/ControlNet/LAV-DF.
Qwen2-Audio Technical Report
We introduce the latest progress of Qwen-Audio, a large-scale audio-language model called Qwen2-Audio, which is capable of accepting various audio signal inputs and performing audio analysis or direct textual responses with regard to speech instructions. In contrast to complex hierarchical tags, we have simplified the pre-training process by utilizing natural language prompts for different data and tasks, and have further expanded the data volume. We have boosted the instruction-following capability of Qwen2-Audio and implemented two distinct audio interaction modes for voice chat and audio analysis. In the voice chat mode, users can freely engage in voice interactions with Qwen2-Audio without text input. In the audio analysis mode, users could provide audio and text instructions for analysis during the interaction. Note that we do not use any system prompts to switch between voice chat and audio analysis modes. Qwen2-Audio is capable of intelligently comprehending the content within audio and following voice commands to respond appropriately. For instance, in an audio segment that simultaneously contains sounds, multi-speaker conversations, and a voice command, Qwen2-Audio can directly understand the command and provide an interpretation and response to the audio. Additionally, DPO has optimized the model's performance in terms of factuality and adherence to desired behavior. According to the evaluation results from AIR-Bench, Qwen2-Audio outperformed previous SOTAs, such as Gemini-1.5-pro, in tests focused on audio-centric instruction-following capabilities. Qwen2-Audio is open-sourced with the aim of fostering the advancement of the multi-modal language community.
Differentiable Black-box and Gray-box Modeling of Nonlinear Audio Effects
Audio effects are extensively used at every stage of audio and music content creation. The majority of differentiable audio effects modeling approaches fall into the black-box or gray-box paradigms; and most models have been proposed and applied to nonlinear effects like guitar amplifiers, overdrive, distortion, fuzz and compressor. Although a plethora of architectures have been introduced for the task at hand there is still lack of understanding on the state of the art, since most publications experiment with one type of nonlinear audio effect and a very small number of devices. In this work we aim to shed light on the audio effects modeling landscape by comparing black-box and gray-box architectures on a large number of nonlinear audio effects, identifying the most suitable for a wide range of devices. In the process, we also: introduce time-varying gray-box models and propose models for compressor, distortion and fuzz, publish a large dataset for audio effects research - ToneTwist AFx https://github.com/mcomunita/tonetwist-afx-dataset - that is also the first open to community contributions, evaluate models on a variety of metrics and conduct extensive subjective evaluation. Code https://github.com/mcomunita/nablafx and supplementary material https://github.com/mcomunita/nnlinafx-supp-material are also available.
CoAVT: A Cognition-Inspired Unified Audio-Visual-Text Pre-Training Model for Multimodal Processing
There has been a long-standing quest for a unified audio-visual-text model to enable various multimodal understanding tasks, which mimics the listening, seeing and reading process of human beings. Humans tends to represent knowledge using two separate systems: one for representing verbal (textual) information and one for representing non-verbal (visual and auditory) information. These two systems can operate independently but can also interact with each other. Motivated by this understanding of human cognition, in this paper, we introduce CoAVT -- a novel cognition-inspired Correlated Audio-Visual-Text pre-training model to connect the three modalities. It contains a joint audio-visual encoder that learns to encode audio-visual synchronization information together with the audio and visual content for non-verbal information, and a text encoder to handle textual input for verbal information. To bridge the gap between modalities, CoAVT employs a query encoder, which contains a set of learnable query embeddings, and extracts the most informative audiovisual features of the corresponding text. Additionally, to leverage the correspondences between audio and vision with language respectively, we also establish the audio-text and visual-text bi-modal alignments upon the foundational audiovisual-text tri-modal alignment to enhance the multimodal representation learning. Finally, we jointly optimize CoAVT model with three multimodal objectives: contrastive loss, matching loss and language modeling loss. Extensive experiments show that CoAVT can learn strong multimodal correlations and be generalized to various downstream tasks. CoAVT establishes new state-of-the-art performance on text-video retrieval task on AudioCaps for both zero-shot and fine-tuning settings, audio-visual event classification and audio-visual retrieval tasks on AudioSet and VGGSound.
The Power of Sound (TPoS): Audio Reactive Video Generation with Stable Diffusion
In recent years, video generation has become a prominent generative tool and has drawn significant attention. However, there is little consideration in audio-to-video generation, though audio contains unique qualities like temporal semantics and magnitude. Hence, we propose The Power of Sound (TPoS) model to incorporate audio input that includes both changeable temporal semantics and magnitude. To generate video frames, TPoS utilizes a latent stable diffusion model with textual semantic information, which is then guided by the sequential audio embedding from our pretrained Audio Encoder. As a result, this method produces audio reactive video contents. We demonstrate the effectiveness of TPoS across various tasks and compare its results with current state-of-the-art techniques in the field of audio-to-video generation. More examples are available at https://ku-vai.github.io/TPoS/
Passage Summarization with Recurrent Models for Audio-Sheet Music Retrieval
Many applications of cross-modal music retrieval are related to connecting sheet music images to audio recordings. A typical and recent approach to this is to learn, via deep neural networks, a joint embedding space that correlates short fixed-size snippets of audio and sheet music by means of an appropriate similarity structure. However, two challenges that arise out of this strategy are the requirement of strongly aligned data to train the networks, and the inherent discrepancies of musical content between audio and sheet music snippets caused by local and global tempo differences. In this paper, we address these two shortcomings by designing a cross-modal recurrent network that learns joint embeddings that can summarize longer passages of corresponding audio and sheet music. The benefits of our method are that it only requires weakly aligned audio-sheet music pairs, as well as that the recurrent network handles the non-linearities caused by tempo variations between audio and sheet music. We conduct a number of experiments on synthetic and real piano data and scores, showing that our proposed recurrent method leads to more accurate retrieval in all possible configurations.
Content Adaptive Front End For Audio Classification
We propose a learnable content adaptive front end for audio signal processing. Before the modern advent of deep learning, we used fixed representation non-learnable front-ends like spectrogram or mel-spectrogram with/without neural architectures. With convolutional architectures supporting various applications such as ASR and acoustic scene understanding, a shift to a learnable front ends occurred in which both the type of basis functions and the weight were learned from scratch and optimized for the particular task of interest. With the shift to transformer-based architectures with no convolutional blocks present, a linear layer projects small waveform patches onto a small latent dimension before feeding them to a transformer architecture. In this work, we propose a way of computing a content-adaptive learnable time-frequency representation. We pass each audio signal through a bank of convolutional filters, each giving a fixed-dimensional vector. It is akin to learning a bank of finite impulse-response filterbanks and passing the input signal through the optimum filter bank depending on the content of the input signal. A content-adaptive learnable time-frequency representation may be more broadly applicable, beyond the experiments in this paper.
VoiceLDM: Text-to-Speech with Environmental Context
This paper presents VoiceLDM, a model designed to produce audio that accurately follows two distinct natural language text prompts: the description prompt and the content prompt. The former provides information about the overall environmental context of the audio, while the latter conveys the linguistic content. To achieve this, we adopt a text-to-audio (TTA) model based on latent diffusion models and extend its functionality to incorporate an additional content prompt as a conditional input. By utilizing pretrained contrastive language-audio pretraining (CLAP) and Whisper, VoiceLDM is trained on large amounts of real-world audio without manual annotations or transcriptions. Additionally, we employ dual classifier-free guidance to further enhance the controllability of VoiceLDM. Experimental results demonstrate that VoiceLDM is capable of generating plausible audio that aligns well with both input conditions, even surpassing the speech intelligibility of the ground truth audio on the AudioCaps test set. Furthermore, we explore the text-to-speech (TTS) and zero-shot text-to-audio capabilities of VoiceLDM and show that it achieves competitive results. Demos and code are available at https://voiceldm.github.io.
Draw an Audio: Leveraging Multi-Instruction for Video-to-Audio Synthesis
Foley is a term commonly used in filmmaking, referring to the addition of daily sound effects to silent films or videos to enhance the auditory experience. Video-to-Audio (V2A), as a particular type of automatic foley task, presents inherent challenges related to audio-visual synchronization. These challenges encompass maintaining the content consistency between the input video and the generated audio, as well as the alignment of temporal and loudness properties within the video. To address these issues, we construct a controllable video-to-audio synthesis model, termed Draw an Audio, which supports multiple input instructions through drawn masks and loudness signals. To ensure content consistency between the synthesized audio and target video, we introduce the Mask-Attention Module (MAM), which employs masked video instruction to enable the model to focus on regions of interest. Additionally, we implement the Time-Loudness Module (TLM), which uses an auxiliary loudness signal to ensure the synthesis of sound that aligns with the video in both loudness and temporal dimensions. Furthermore, we have extended a large-scale V2A dataset, named VGGSound-Caption, by annotating caption prompts. Extensive experiments on challenging benchmarks across two large-scale V2A datasets verify Draw an Audio achieves the state-of-the-art. Project page: https://yannqi.github.io/Draw-an-Audio/.
Towards Cross-Lingual Audio Abuse Detection in Low-Resource Settings with Few-Shot Learning
Online abusive content detection, particularly in low-resource settings and within the audio modality, remains underexplored. We investigate the potential of pre-trained audio representations for detecting abusive language in low-resource languages, in this case, in Indian languages using Few Shot Learning (FSL). Leveraging powerful representations from models such as Wav2Vec and Whisper, we explore cross-lingual abuse detection using the ADIMA dataset with FSL. Our approach integrates these representations within the Model-Agnostic Meta-Learning (MAML) framework to classify abusive language in 10 languages. We experiment with various shot sizes (50-200) evaluating the impact of limited data on performance. Additionally, a feature visualization study was conducted to better understand model behaviour. This study highlights the generalization ability of pre-trained models in low-resource scenarios and offers valuable insights into detecting abusive language in multilingual contexts.
Tell What You Hear From What You See -- Video to Audio Generation Through Text
The content of visual and audio scenes is multi-faceted such that a video can be paired with various audio and vice-versa. Thereby, in video-to-audio generation task, it is imperative to introduce steering approaches for controlling the generated audio. While Video-to-Audio generation is a well-established generative task, existing methods lack such controllability. In this work, we propose VATT, a multi-modal generative framework that takes a video and an optional text prompt as input, and generates audio and optional textual description of the audio. Such a framework has two advantages: i) Video-to-Audio generation process can be refined and controlled via text which complements the context of visual information, and ii) The model can suggest what audio to generate for the video by generating audio captions. VATT consists of two key modules: VATT Converter, a LLM that is fine-tuned for instructions and includes a projection layer that maps video features to the LLM vector space; and VATT Audio, a transformer that generates audio tokens from visual frames and from optional text prompt using iterative parallel decoding. The audio tokens are converted to a waveform by pretrained neural codec. Experiments show that when VATT is compared to existing video-to-audio generation methods in objective metrics, it achieves competitive performance when the audio caption is not provided. When the audio caption is provided as a prompt, VATT achieves even more refined performance (lowest KLD score of 1.41). Furthermore, subjective studies show that VATT Audio has been chosen as preferred generated audio than audio generated by existing methods. VATT enables controllable video-to-audio generation through text as well as suggesting text prompts for videos through audio captions, unlocking novel applications such as text-guided video-to-audio generation and video-to-audio captioning.
How Should We Extract Discrete Audio Tokens from Self-Supervised Models?
Discrete audio tokens have recently gained attention for their potential to bridge the gap between audio and language processing. Ideal audio tokens must preserve content, paralinguistic elements, speaker identity, and many other audio details. Current audio tokenization methods fall into two categories: Semantic tokens, acquired through quantization of Self-Supervised Learning (SSL) models, and Neural compression-based tokens (codecs). Although previous studies have benchmarked codec models to identify optimal configurations, the ideal setup for quantizing pretrained SSL models remains unclear. This paper explores the optimal configuration of semantic tokens across discriminative and generative tasks. We propose a scalable solution to train a universal vocoder across multiple SSL layers. Furthermore, an attention mechanism is employed to identify task-specific influential layers, enhancing the adaptability and performance of semantic tokens in diverse audio applications.
Tango 2: Aligning Diffusion-based Text-to-Audio Generations through Direct Preference Optimization
Generative multimodal content is increasingly prevalent in much of the content creation arena, as it has the potential to allow artists and media personnel to create pre-production mockups by quickly bringing their ideas to life. The generation of audio from text prompts is an important aspect of such processes in the music and film industry. Many of the recent diffusion-based text-to-audio models focus on training increasingly sophisticated diffusion models on a large set of datasets of prompt-audio pairs. These models do not explicitly focus on the presence of concepts or events and their temporal ordering in the output audio with respect to the input prompt. Our hypothesis is focusing on how these aspects of audio generation could improve audio generation performance in the presence of limited data. As such, in this work, using an existing text-to-audio model Tango, we synthetically create a preference dataset where each prompt has a winner audio output and some loser audio outputs for the diffusion model to learn from. The loser outputs, in theory, have some concepts from the prompt missing or in an incorrect order. We fine-tune the publicly available Tango text-to-audio model using diffusion-DPO (direct preference optimization) loss on our preference dataset and show that it leads to improved audio output over Tango and AudioLDM2, in terms of both automatic- and manual-evaluation metrics.
AutoAD II: The Sequel -- Who, When, and What in Movie Audio Description
Audio Description (AD) is the task of generating descriptions of visual content, at suitable time intervals, for the benefit of visually impaired audiences. For movies, this presents notable challenges -- AD must occur only during existing pauses in dialogue, should refer to characters by name, and ought to aid understanding of the storyline as a whole. To this end, we develop a new model for automatically generating movie AD, given CLIP visual features of the frames, the cast list, and the temporal locations of the speech; addressing all three of the 'who', 'when', and 'what' questions: (i) who -- we introduce a character bank consisting of the character's name, the actor that played the part, and a CLIP feature of their face, for the principal cast of each movie, and demonstrate how this can be used to improve naming in the generated AD; (ii) when -- we investigate several models for determining whether an AD should be generated for a time interval or not, based on the visual content of the interval and its neighbours; and (iii) what -- we implement a new vision-language model for this task, that can ingest the proposals from the character bank, whilst conditioning on the visual features using cross-attention, and demonstrate how this improves over previous architectures for AD text generation in an apples-to-apples comparison.
Audio-driven High-resolution Seamless Talking Head Video Editing via StyleGAN
The existing methods for audio-driven talking head video editing have the limitations of poor visual effects. This paper tries to tackle this problem through editing talking face images seamless with different emotions based on two modules: (1) an audio-to-landmark module, consisting of the CrossReconstructed Emotion Disentanglement and an alignment network module. It bridges the gap between speech and facial motions by predicting corresponding emotional landmarks from speech; (2) a landmark-based editing module edits face videos via StyleGAN. It aims to generate the seamless edited video consisting of the emotion and content components from the input audio. Extensive experiments confirm that compared with state-of-the-arts methods, our method provides high-resolution videos with high visual quality.
DASB - Discrete Audio and Speech Benchmark
Discrete audio tokens have recently gained considerable attention for their potential to connect audio and language processing, enabling the creation of modern multimodal large language models. Ideal audio tokens must effectively preserve phonetic and semantic content along with paralinguistic information, speaker identity, and other details. While several types of audio tokens have been recently proposed, identifying the optimal tokenizer for various tasks is challenging due to the inconsistent evaluation settings in existing studies. To address this gap, we release the Discrete Audio and Speech Benchmark (DASB), a comprehensive leaderboard for benchmarking discrete audio tokens across a wide range of discriminative tasks, including speech recognition, speaker identification and verification, emotion recognition, keyword spotting, and intent classification, as well as generative tasks such as speech enhancement, separation, and text-to-speech. Our results show that, on average, semantic tokens outperform compression tokens across most discriminative and generative tasks. However, the performance gap between semantic tokens and standard continuous representations remains substantial, highlighting the need for further research in this field.
SoccerNet-Echoes: A Soccer Game Audio Commentary Dataset
The application of Automatic Speech Recognition (ASR) technology in soccer offers numerous opportunities for sports analytics. Specifically, extracting audio commentaries with ASR provides valuable insights into the events of the game, and opens the door to several downstream applications such as automatic highlight generation. This paper presents SoccerNet-Echoes, an augmentation of the SoccerNet dataset with automatically generated transcriptions of audio commentaries from soccer game broadcasts, enhancing video content with rich layers of textual information derived from the game audio using ASR. These textual commentaries, generated using the Whisper model and translated with Google Translate, extend the usefulness of the SoccerNet dataset in diverse applications such as enhanced action spotting, automatic caption generation, and game summarization. By incorporating textual data alongside visual and auditory content, SoccerNet-Echoes aims to serve as a comprehensive resource for the development of algorithms specialized in capturing the dynamics of soccer games. We detail the methods involved in the curation of this dataset and the integration of ASR. We also highlight the implications of a multimodal approach in sports analytics, and how the enriched dataset can support diverse applications, thus broadening the scope of research and development in the field of sports analytics.
NowYouSee Me: Context-Aware Automatic Audio Description
Audio Description (AD) plays a pivotal role as an application system aimed at guaranteeing accessibility in multimedia content, which provides additional narrations at suitable intervals to describe visual elements, catering specifically to the needs of visually impaired audiences. In this paper, we introduce CA^3D, the pioneering unified Context-Aware Automatic Audio Description system that provides AD event scripts with precise locations in the long cinematic content. Specifically, CA^3D system consists of: 1) a Temporal Feature Enhancement Module to efficiently capture longer term dependencies, 2) an anchor-based AD event detector with feature suppression module that localizes the AD events and extracts discriminative feature for AD generation, and 3) a self-refinement module that leverages the generated output to tweak AD event boundaries from coarse to fine. Unlike conventional methods which rely on metadata and ground truth AD timestamp for AD detection and generation tasks, the proposed CA^3D is the first end-to-end trainable system that only uses visual cue. Extensive experiments demonstrate that the proposed CA^3D improves existing architectures for both AD event detection and script generation metrics, establishing the new state-of-the-art performances in the AD automation.
Leveraging Content-based Features from Multiple Acoustic Models for Singing Voice Conversion
Singing voice conversion (SVC) is a technique to enable an arbitrary singer to sing an arbitrary song. To achieve that, it is important to obtain speaker-agnostic representations from source audio, which is a challenging task. A common solution is to extract content-based features (e.g., PPGs) from a pretrained acoustic model. However, the choices for acoustic models are vast and varied. It is yet to be explored what characteristics of content features from different acoustic models are, and whether integrating multiple content features can help each other. Motivated by that, this study investigates three distinct content features, sourcing from WeNet, Whisper, and ContentVec, respectively. We explore their complementary roles in intelligibility, prosody, and conversion similarity for SVC. By integrating the multiple content features with a diffusion-based SVC model, our SVC system achieves superior conversion performance on both objective and subjective evaluation in comparison to a single source of content features. Our demo page and code can be available https://www.zhangxueyao.com/data/MultipleContentsSVC/index.html.
General Purpose Audio Effect Removal
Although the design and application of audio effects is well understood, the inverse problem of removing these effects is significantly more challenging and far less studied. Recently, deep learning has been applied to audio effect removal; however, existing approaches have focused on narrow formulations considering only one effect or source type at a time. In realistic scenarios, multiple effects are applied with varying source content. This motivates a more general task, which we refer to as general purpose audio effect removal. We developed a dataset for this task using five audio effects across four different sources and used it to train and evaluate a set of existing architectures. We found that no single model performed optimally on all effect types and sources. To address this, we introduced RemFX, an approach designed to mirror the compositionality of applied effects. We first trained a set of the best-performing effect-specific removal models and then leveraged an audio effect classification model to dynamically construct a graph of our models at inference. We found our approach to outperform single model baselines, although examples with many effects present remain challenging.
LLM-AD: Large Language Model based Audio Description System
The development of Audio Description (AD) has been a pivotal step forward in making video content more accessible and inclusive. Traditionally, AD production has demanded a considerable amount of skilled labor, while existing automated approaches still necessitate extensive training to integrate multimodal inputs and tailor the output from a captioning style to an AD style. In this paper, we introduce an automated AD generation pipeline that harnesses the potent multimodal and instruction-following capacities of GPT-4V(ision). Notably, our methodology employs readily available components, eliminating the need for additional training. It produces ADs that not only comply with established natural language AD production standards but also maintain contextually consistent character information across frames, courtesy of a tracking-based character recognition module. A thorough analysis on the MAD dataset reveals that our approach achieves a performance on par with learning-based methods in automated AD production, as substantiated by a CIDEr score of 20.5.
Video-LLaMA: An Instruction-tuned Audio-Visual Language Model for Video Understanding
We present Video-LLaMA, a multi-modal framework that empowers Large Language Models (LLMs) with the capability of understanding both visual and auditory content in the video. Video-LLaMA bootstraps cross-modal training from the frozen pre-trained visual \& audio encoders and the frozen LLMs. Unlike previous vision- LLMs that focus on static image comprehensions such as MiniGPT-4~zhu2023minigpt and LLaVA~liu2023visualit, Video-LLaMA tackles two challenges in video understanding: (1) capturing the temporal changes in visual scenes, (2) integrating audio-visual signals. For the first challenge, we propose Video Q-former to extend the pre-trained image encoder to a video encoder and introduce a video-to-text generation task to learn video-language correspondence. For the second challenge, we leverage ImageBind~girdhar2023imagebind as the pre-trained audio encoder which performs exceptionally well in aligning different modalities to a common embedding space. And then introduce an Audio Q-former to learn auditory query tokens. To align the output of both visual \& audio encoder with LLM's embedding space, we train Video-LLaMA on a large-scale vision caption dataset and a hign-quantity vision-instruction-tuning dataset. We found Video-LLaMA showcases the ability to perceive and comprehend video content, generating meaningful responses that are grounded in the visual and auditory information present in the videos. This highlights the potential of Video-LLaMA as a promising prototype for audio-visual AI assistants. Our code, pre-trained model, and demo are available at https://github.com/DAMO-NLP-SG/Video-LLaMA.
AV-DiT: Efficient Audio-Visual Diffusion Transformer for Joint Audio and Video Generation
Recent Diffusion Transformers (DiTs) have shown impressive capabilities in generating high-quality single-modality content, including images, videos, and audio. However, it is still under-explored whether the transformer-based diffuser can efficiently denoise the Gaussian noises towards superb multimodal content creation. To bridge this gap, we introduce AV-DiT, a novel and efficient audio-visual diffusion transformer designed to generate high-quality, realistic videos with both visual and audio tracks. To minimize model complexity and computational costs, AV-DiT utilizes a shared DiT backbone pre-trained on image-only data, with only lightweight, newly inserted adapters being trainable. This shared backbone facilitates both audio and video generation. Specifically, the video branch incorporates a trainable temporal attention layer into a frozen pre-trained DiT block for temporal consistency. Additionally, a small number of trainable parameters adapt the image-based DiT block for audio generation. An extra shared DiT block, equipped with lightweight parameters, facilitates feature interaction between audio and visual modalities, ensuring alignment. Extensive experiments on the AIST++ and Landscape datasets demonstrate that AV-DiT achieves state-of-the-art performance in joint audio-visual generation with significantly fewer tunable parameters. Furthermore, our results highlight that a single shared image generative backbone with modality-specific adaptations is sufficient for constructing a joint audio-video generator. Our source code and pre-trained models will be released.
AudioSetCaps: An Enriched Audio-Caption Dataset using Automated Generation Pipeline with Large Audio and Language Models
With the emergence of audio-language models, constructing large-scale paired audio-language datasets has become essential yet challenging for model development, primarily due to the time-intensive and labour-heavy demands involved. While large language models (LLMs) have improved the efficiency of synthetic audio caption generation, current approaches struggle to effectively extract and incorporate detailed audio information. In this paper, we propose an automated pipeline that integrates audio-language models for fine-grained content extraction, LLMs for synthetic caption generation, and a contrastive language-audio pretraining (CLAP) model-based refinement process to improve the quality of captions. Specifically, we employ prompt chaining techniques in the content extraction stage to obtain accurate and fine-grained audio information, while we use the refinement process to mitigate potential hallucinations in the generated captions. Leveraging the AudioSet dataset and the proposed approach, we create AudioSetCaps, a dataset comprising 1.9 million audio-caption pairs, the largest audio-caption dataset at the time of writing. The models trained with AudioSetCaps achieve state-of-the-art performance on audio-text retrieval with R@1 scores of 46.3% for text-to-audio and 59.7% for audio-to-text retrieval and automated audio captioning with the CIDEr score of 84.8. As our approach has shown promising results with AudioSetCaps, we create another dataset containing 4.1 million synthetic audio-language pairs based on the Youtube-8M and VGGSound datasets. To facilitate research in audio-language learning, we have made our pipeline, datasets with 6 million audio-language pairs, and pre-trained models publicly available at https://github.com/JishengBai/AudioSetCaps.
DanceFusion: A Spatio-Temporal Skeleton Diffusion Transformer for Audio-Driven Dance Motion Reconstruction
This paper introduces DanceFusion, a novel framework for reconstructing and generating dance movements synchronized to music, utilizing a Spatio-Temporal Skeleton Diffusion Transformer. The framework adeptly handles incomplete and noisy skeletal data common in short-form dance videos on social media platforms like TikTok. DanceFusion incorporates a hierarchical Transformer-based Variational Autoencoder (VAE) integrated with a diffusion model, significantly enhancing motion realism and accuracy. Our approach introduces sophisticated masking techniques and a unique iterative diffusion process that refines the motion sequences, ensuring high fidelity in both motion generation and synchronization with accompanying audio cues. Comprehensive evaluations demonstrate that DanceFusion surpasses existing methods, providing state-of-the-art performance in generating dynamic, realistic, and stylistically diverse dance motions. Potential applications of this framework extend to content creation, virtual reality, and interactive entertainment, promising substantial advancements in automated dance generation. Visit our project page at https://th-mlab.github.io/DanceFusion/.
Emotional Speech-Driven Animation with Content-Emotion Disentanglement
To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the impact of emotions on facial expressions. Realistic facial animation requires lip-sync together with the natural expression of emotion. To that end, we propose EMOTE (Expressive Model Optimized for Talking with Emotion), which generates 3D talking-head avatars that maintain lip-sync from speech while enabling explicit control over the expression of emotion. To achieve this, we supervise EMOTE with decoupled losses for speech (i.e., lip-sync) and emotion. These losses are based on two key observations: (1) deformations of the face due to speech are spatially localized around the mouth and have high temporal frequency, whereas (2) facial expressions may deform the whole face and occur over longer intervals. Thus, we train EMOTE with a per-frame lip-reading loss to preserve the speech-dependent content, while supervising emotion at the sequence level. Furthermore, we employ a content-emotion exchange mechanism in order to supervise different emotions on the same audio, while maintaining the lip motion synchronized with the speech. To employ deep perceptual losses without getting undesirable artifacts, we devise a motion prior in the form of a temporal VAE. Due to the absence of high-quality aligned emotional 3D face datasets with speech, EMOTE is trained with 3D pseudo-ground-truth extracted from an emotional video dataset (i.e., MEAD). Extensive qualitative and perceptual evaluations demonstrate that EMOTE produces speech-driven facial animations with better lip-sync than state-of-the-art methods trained on the same data, while offering additional, high-quality emotional control.
Multilingual Audio Captioning using machine translated data
Automated Audio Captioning (AAC) systems attempt to generate a natural language sentence, a caption, that describes the content of an audio recording, in terms of sound events. Existing datasets provide audio-caption pairs, with captions written in English only. In this work, we explore multilingual AAC, using machine translated captions. We translated automatically two prominent AAC datasets, AudioCaps and Clotho, from English to French, German and Spanish. We trained and evaluated monolingual systems in the four languages, on AudioCaps and Clotho. In all cases, the models achieved similar performance, about 75% CIDEr on AudioCaps and 43% on Clotho. In French, we acquired manual captions of the AudioCaps eval subset. The French system, trained on the machine translated version of AudioCaps, achieved significantly better results on the manual eval subset, compared to the English system for which we automatically translated the outputs to French. This advocates in favor of building systems in a target language instead of simply translating to a target language the English captions from the English system. Finally, we built a multilingual model, which achieved results in each language comparable to each monolingual system, while using much less parameters than using a collection of monolingual systems.
AI-Generated Content (AIGC) for Various Data Modalities: A Survey
AI-generated content (AIGC) methods aim to produce text, images, videos, 3D assets, and other media using AI algorithms. Due to its wide range of applications and the demonstrated potential of recent works, AIGC developments have been attracting lots of attention recently, and AIGC methods have been developed for various data modalities, such as image, video, text, 3D shape (as voxels, point clouds, meshes, and neural implicit fields), 3D scene, 3D human avatar (body and head), 3D motion, and audio -- each presenting different characteristics and challenges. Furthermore, there have also been many significant developments in cross-modality AIGC methods, where generative methods can receive conditioning input in one modality and produce outputs in another. Examples include going from various modalities to image, video, 3D shape, 3D scene, 3D avatar (body and head), 3D motion (skeleton and avatar), and audio modalities. In this paper, we provide a comprehensive review of AIGC methods across different data modalities, including both single-modality and cross-modality methods, highlighting the various challenges, representative works, and recent technical directions in each setting. We also survey the representative datasets throughout the modalities, and present comparative results for various modalities. Moreover, we also discuss the challenges and potential future research directions.
Apollo: Band-sequence Modeling for High-Quality Audio Restoration
Audio restoration has become increasingly significant in modern society, not only due to the demand for high-quality auditory experiences enabled by advanced playback devices, but also because the growing capabilities of generative audio models necessitate high-fidelity audio. Typically, audio restoration is defined as a task of predicting undistorted audio from damaged input, often trained using a GAN framework to balance perception and distortion. Since audio degradation is primarily concentrated in mid- and high-frequency ranges, especially due to codecs, a key challenge lies in designing a generator capable of preserving low-frequency information while accurately reconstructing high-quality mid- and high-frequency content. Inspired by recent advancements in high-sample-rate music separation, speech enhancement, and audio codec models, we propose Apollo, a generative model designed for high-sample-rate audio restoration. Apollo employs an explicit frequency band split module to model the relationships between different frequency bands, allowing for more coherent and higher-quality restored audio. Evaluated on the MUSDB18-HQ and MoisesDB datasets, Apollo consistently outperforms existing SR-GAN models across various bit rates and music genres, particularly excelling in complex scenarios involving mixtures of multiple instruments and vocals. Apollo significantly improves music restoration quality while maintaining computational efficiency. The source code for Apollo is publicly available at https://github.com/JusperLee/Apollo.
Hallo2: Long-Duration and High-Resolution Audio-Driven Portrait Image Animation
Recent advances in latent diffusion-based generative models for portrait image animation, such as Hallo, have achieved impressive results in short-duration video synthesis. In this paper, we present updates to Hallo, introducing several design enhancements to extend its capabilities. First, we extend the method to produce long-duration videos. To address substantial challenges such as appearance drift and temporal artifacts, we investigate augmentation strategies within the image space of conditional motion frames. Specifically, we introduce a patch-drop technique augmented with Gaussian noise to enhance visual consistency and temporal coherence over long duration. Second, we achieve 4K resolution portrait video generation. To accomplish this, we implement vector quantization of latent codes and apply temporal alignment techniques to maintain coherence across the temporal dimension. By integrating a high-quality decoder, we realize visual synthesis at 4K resolution. Third, we incorporate adjustable semantic textual labels for portrait expressions as conditional inputs. This extends beyond traditional audio cues to improve controllability and increase the diversity of the generated content. To the best of our knowledge, Hallo2, proposed in this paper, is the first method to achieve 4K resolution and generate hour-long, audio-driven portrait image animations enhanced with textual prompts. We have conducted extensive experiments to evaluate our method on publicly available datasets, including HDTF, CelebV, and our introduced "Wild" dataset. The experimental results demonstrate that our approach achieves state-of-the-art performance in long-duration portrait video animation, successfully generating rich and controllable content at 4K resolution for duration extending up to tens of minutes. Project page https://fudan-generative-vision.github.io/hallo2
Diverse and Aligned Audio-to-Video Generation via Text-to-Video Model Adaptation
We consider the task of generating diverse and realistic videos guided by natural audio samples from a wide variety of semantic classes. For this task, the videos are required to be aligned both globally and temporally with the input audio: globally, the input audio is semantically associated with the entire output video, and temporally, each segment of the input audio is associated with a corresponding segment of that video. We utilize an existing text-conditioned video generation model and a pre-trained audio encoder model. The proposed method is based on a lightweight adaptor network, which learns to map the audio-based representation to the input representation expected by the text-to-video generation model. As such, it also enables video generation conditioned on text, audio, and, for the first time as far as we can ascertain, on both text and audio. We validate our method extensively on three datasets demonstrating significant semantic diversity of audio-video samples and further propose a novel evaluation metric (AV-Align) to assess the alignment of generated videos with input audio samples. AV-Align is based on the detection and comparison of energy peaks in both modalities. In comparison to recent state-of-the-art approaches, our method generates videos that are better aligned with the input sound, both with respect to content and temporal axis. We also show that videos produced by our method present higher visual quality and are more diverse.
WavePulse: Real-time Content Analytics of Radio Livestreams
Radio remains a pervasive medium for mass information dissemination, with AM/FM stations reaching more Americans than either smartphone-based social networking or live television. Increasingly, radio broadcasts are also streamed online and accessed over the Internet. We present WavePulse, a framework that records, documents, and analyzes radio content in real-time. While our framework is generally applicable, we showcase the efficacy of WavePulse in a collaborative project with a team of political scientists focusing on the 2024 Presidential Elections. We use WavePulse to monitor livestreams of 396 news radio stations over a period of three months, processing close to 500,000 hours of audio streams. These streams were converted into time-stamped, diarized transcripts and analyzed to track answer key political science questions at both the national and state levels. Our analysis revealed how local issues interacted with national trends, providing insights into information flow. Our results demonstrate WavePulse's efficacy in capturing and analyzing content from radio livestreams sourced from the Web. Code and dataset can be accessed at https://wave-pulse.io.
Fast Timing-Conditioned Latent Audio Diffusion
Generating long-form 44.1kHz stereo audio from text prompts can be computationally demanding. Further, most previous works do not tackle that music and sound effects naturally vary in their duration. Our research focuses on the efficient generation of long-form, variable-length stereo music and sounds at 44.1kHz using text prompts with a generative model. Stable Audio is based on latent diffusion, with its latent defined by a fully-convolutional variational autoencoder. It is conditioned on text prompts as well as timing embeddings, allowing for fine control over both the content and length of the generated music and sounds. Stable Audio is capable of rendering stereo signals of up to 95 sec at 44.1kHz in 8 sec on an A100 GPU. Despite its compute efficiency and fast inference, it is one of the best in two public text-to-music and -audio benchmarks and, differently from state-of-the-art models, can generate music with structure and stereo sounds.
VPN: Video Provenance Network for Robust Content Attribution
We present VPN - a content attribution method for recovering provenance information from videos shared online. Platforms, and users, often transform video into different quality, codecs, sizes, shapes, etc. or slightly edit its content such as adding text or emoji, as they are redistributed online. We learn a robust search embedding for matching such video, invariant to these transformations, using full-length or truncated video queries. Once matched against a trusted database of video clips, associated information on the provenance of the clip is presented to the user. We use an inverted index to match temporal chunks of video using late-fusion to combine both visual and audio features. In both cases, features are extracted via a deep neural network trained using contrastive learning on a dataset of original and augmented video clips. We demonstrate high accuracy recall over a corpus of 100,000 videos.
Remastering Divide and Remaster: A Cinematic Audio Source Separation Dataset with Multilingual Support
Cinematic audio source separation (CASS) is a relatively new subtask of audio source separation, concerned with the separation of a mixture into the dialogue, music, and effects stems. To date, only one publicly available dataset exists for CASS, that is, the Divide and Remaster (DnR) dataset, which is currently at version 2. While DnR v2 has been an incredibly useful resource for CASS, several areas of improvement have been identified, particularly through its use in the 2023 Sound Demixing Challenge. In this work, we develop version 3 of the DnR dataset, addressing issues relating to vocal content in non-dialogue stems, loudness distributions, mastering process, and linguistic diversity. In particular, the dialogue stem of DnR v3 includes speech content from more than 30 languages from multiple families including but not limited to the Germanic, Romance, Indo-Aryan, Dravidian, Malayo-Polynesian, and Bantu families. Benchmark results using the Bandit model indicated that training on multilingual data yields significant generalizability to the model even in languages with low data availability. Even in languages with high data availability, the multilingual model often performs on par or better than dedicated models trained on monolingual CASS datasets.
A Comprehensive Survey on 3D Content Generation
Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment and carries enormous knowledge. The 3D content generation shows both academic and practical values while also presenting formidable technical challenges. This review aims to consolidate developments within the burgeoning domain of 3D content generation. Specifically, a new taxonomy is proposed that categorizes existing approaches into three types: 3D native generative methods, 2D prior-based 3D generative methods, and hybrid 3D generative methods. The survey covers approximately 60 papers spanning the major techniques. Besides, we discuss limitations of current 3D content generation techniques, and point out open challenges as well as promising directions for future work. Accompanied with this survey, we have established a project website where the resources on 3D content generation research are provided. The project page is available at https://github.com/hitcslj/Awesome-AIGC-3D.
Self-Supervised Contrastive Learning for Robust Audio-Sheet Music Retrieval Systems
Linking sheet music images to audio recordings remains a key problem for the development of efficient cross-modal music retrieval systems. One of the fundamental approaches toward this task is to learn a cross-modal embedding space via deep neural networks that is able to connect short snippets of audio and sheet music. However, the scarcity of annotated data from real musical content affects the capability of such methods to generalize to real retrieval scenarios. In this work, we investigate whether we can mitigate this limitation with self-supervised contrastive learning, by exposing a network to a large amount of real music data as a pre-training step, by contrasting randomly augmented views of snippets of both modalities, namely audio and sheet images. Through a number of experiments on synthetic and real piano data, we show that pre-trained models are able to retrieve snippets with better precision in all scenarios and pre-training configurations. Encouraged by these results, we employ the snippet embeddings in the higher-level task of cross-modal piece identification and conduct more experiments on several retrieval configurations. In this task, we observe that the retrieval quality improves from 30% up to 100% when real music data is present. We then conclude by arguing for the potential of self-supervised contrastive learning for alleviating the annotated data scarcity in multi-modal music retrieval models.
Leveraging Neural Representations for Audio Manipulation
We investigate applying audio manipulations using pretrained neural network-based autoencoders as an alternative to traditional signal processing methods, since the former may provide greater semantic or perceptual organization. To establish the potential of this approach, we first establish if representations from these models encode information about manipulations. We carry out experiments and produce visualizations using representations from two different pretrained autoencoders. Our findings indicate that, while some information about audio manipulations is encoded, this information is both limited and encoded in a non-trivial way. This is supported by our attempts to visualize these representations, which demonstrated that trajectories of representations for common manipulations are typically nonlinear and content dependent, even for linear signal manipulations. As a result, it is not yet clear how these pretrained autoencoders can be used to manipulate audio signals, however, our results indicate this may be due to the lack of disentanglement with respect to common audio manipulations.
GASS: Generalizing Audio Source Separation with Large-scale Data
Universal source separation targets at separating the audio sources of an arbitrary mix, removing the constraint to operate on a specific domain like speech or music. Yet, the potential of universal source separation is limited because most existing works focus on mixes with predominantly sound events, and small training datasets also limit its potential for supervised learning. Here, we study a single general audio source separation (GASS) model trained to separate speech, music, and sound events in a supervised fashion with a large-scale dataset. We assess GASS models on a diverse set of tasks. Our strong in-distribution results show the feasibility of GASS models, and the competitive out-of-distribution performance in sound event and speech separation shows its generalization abilities. Yet, it is challenging for GASS models to generalize for separating out-of-distribution cinematic and music content. We also fine-tune GASS models on each dataset and consistently outperform the ones without pre-training. All fine-tuned models (except the music separation one) obtain state-of-the-art results in their respective benchmarks.
A Large-scale Dataset for Audio-Language Representation Learning
The AI community has made significant strides in developing powerful foundation models, driven by large-scale multimodal datasets. However, in the audio representation learning community, the present audio-language datasets suffer from limitations such as insufficient volume, simplistic content, and arduous collection procedures. To tackle these challenges, we present an innovative and automatic audio caption generation pipeline based on a series of public tools or APIs, and construct a large-scale, high-quality, audio-language dataset, named as Auto-ACD, comprising over 1.9M audio-text pairs. To demonstrate the effectiveness of the proposed dataset, we train popular models on our dataset and show performance improvement on various downstream tasks, namely, audio-language retrieval, audio captioning, environment classification. In addition, we establish a novel test set and provide a benchmark for audio-text tasks. The proposed dataset will be released at https://auto-acd.github.io/.
AV-Link: Temporally-Aligned Diffusion Features for Cross-Modal Audio-Video Generation
We propose AV-Link, a unified framework for Video-to-Audio and Audio-to-Video generation that leverages the activations of frozen video and audio diffusion models for temporally-aligned cross-modal conditioning. The key to our framework is a Fusion Block that enables bidirectional information exchange between our backbone video and audio diffusion models through a temporally-aligned self attention operation. Unlike prior work that uses feature extractors pretrained for other tasks for the conditioning signal, AV-Link can directly leverage features obtained by the complementary modality in a single framework i.e. video features to generate audio, or audio features to generate video. We extensively evaluate our design choices and demonstrate the ability of our method to achieve synchronized and high-quality audiovisual content, showcasing its potential for applications in immersive media generation. Project Page: snap-research.github.io/AVLink/
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines MoShed SMPLX body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available at https://pantomatrix.github.io/EMAGE/
Unveiling Hallucination in Text, Image, Video, and Audio Foundation Models: A Comprehensive Survey
The rapid advancement of foundation models (FMs) across language, image, audio, and video domains has shown remarkable capabilities in diverse tasks. However, the proliferation of FMs brings forth a critical challenge: the potential to generate hallucinated outputs, particularly in high-stakes applications. The tendency of foundation models to produce hallucinated content arguably represents the biggest hindrance to their widespread adoption in real-world scenarios, especially in domains where reliability and accuracy are paramount. This survey paper presents a comprehensive overview of recent developments that aim to identify and mitigate the problem of hallucination in FMs, spanning text, image, video, and audio modalities. By synthesizing recent advancements in detecting and mitigating hallucination across various modalities, the paper aims to provide valuable insights for researchers, developers, and practitioners. Essentially, it establishes a clear framework encompassing definition, taxonomy, and detection strategies for addressing hallucination in multimodal foundation models, laying the foundation for future research in this pivotal area.
As Good As A Coin Toss: Human detection of AI-generated images, videos, audio, and audiovisual stimuli
As synthetic media becomes progressively more realistic and barriers to using it continue to lower, the technology has been increasingly utilized for malicious purposes, from financial fraud to nonconsensual pornography. Today, the principal defense against being misled by synthetic media relies on the ability of the human observer to visually and auditorily discern between real and fake. However, it remains unclear just how vulnerable people actually are to deceptive synthetic media in the course of their day to day lives. We conducted a perceptual study with 1276 participants to assess how accurate people were at distinguishing synthetic images, audio only, video only, and audiovisual stimuli from authentic. To reflect the circumstances under which people would likely encounter synthetic media in the wild, testing conditions and stimuli emulated a typical online platform, while all synthetic media used in the survey was sourced from publicly accessible generative AI technology. We find that overall, participants struggled to meaningfully discern between synthetic and authentic content. We also find that detection performance worsens when the stimuli contains synthetic content as compared to authentic content, images featuring human faces as compared to non face objects, a single modality as compared to multimodal stimuli, mixed authenticity as compared to being fully synthetic for audiovisual stimuli, and features foreign languages as compared to languages the observer is fluent in. Finally, we also find that prior knowledge of synthetic media does not meaningfully impact their detection performance. Collectively, these results indicate that people are highly susceptible to being tricked by synthetic media in their daily lives and that human perceptual detection capabilities can no longer be relied upon as an effective counterdefense.
C3Net: Compound Conditioned ControlNet for Multimodal Content Generation
We present Compound Conditioned ControlNet, C3Net, a novel generative neural architecture taking conditions from multiple modalities and synthesizing multimodal contents simultaneously (e.g., image, text, audio). C3Net adapts the ControlNet architecture to jointly train and make inferences on a production-ready diffusion model and its trainable copies. Specifically, C3Net first aligns the conditions from multi-modalities to the same semantic latent space using modality-specific encoders based on contrastive training. Then, it generates multimodal outputs based on the aligned latent space, whose semantic information is combined using a ControlNet-like architecture called Control C3-UNet. Correspondingly, with this system design, our model offers an improved solution for joint-modality generation through learning and explaining multimodal conditions instead of simply taking linear interpolations on the latent space. Meanwhile, as we align conditions to a unified latent space, C3Net only requires one trainable Control C3-UNet to work on multimodal semantic information. Furthermore, our model employs unimodal pretraining on the condition alignment stage, outperforming the non-pretrained alignment even on relatively scarce training data and thus demonstrating high-quality compound condition generation. We contribute the first high-quality tri-modal validation set to validate quantitatively that C3Net outperforms or is on par with first and contemporary state-of-the-art multimodal generation. Our codes and tri-modal dataset will be released.
Towards Robust and Truly Large-Scale Audio-Sheet Music Retrieval
A range of applications of multi-modal music information retrieval is centred around the problem of connecting large collections of sheet music (images) to corresponding audio recordings, that is, identifying pairs of audio and score excerpts that refer to the same musical content. One of the typical and most recent approaches to this task employs cross-modal deep learning architectures to learn joint embedding spaces that link the two distinct modalities - audio and sheet music images. While there has been steady improvement on this front over the past years, a number of open problems still prevent large-scale employment of this methodology. In this article we attempt to provide an insightful examination of the current developments on audio-sheet music retrieval via deep learning methods. We first identify a set of main challenges on the road towards robust and large-scale cross-modal music retrieval in real scenarios. We then highlight the steps we have taken so far to address some of these challenges, documenting step-by-step improvement along several dimensions. We conclude by analysing the remaining challenges and present ideas for solving these, in order to pave the way to a unified and robust methodology for cross-modal music retrieval.
MPN: Multimodal Parallel Network for Audio-Visual Event Localization
Audio-visual event localization aims to localize an event that is both audible and visible in the wild, which is a widespread audio-visual scene analysis task for unconstrained videos. To address this task, we propose a Multimodal Parallel Network (MPN), which can perceive global semantics and unmixed local information parallelly. Specifically, our MPN framework consists of a classification subnetwork to predict event categories and a localization subnetwork to predict event boundaries. The classification subnetwork is constructed by the Multimodal Co-attention Module (MCM) and obtains global contexts. The localization subnetwork consists of Multimodal Bottleneck Attention Module (MBAM), which is designed to extract fine-grained segment-level contents. Extensive experiments demonstrate that our framework achieves the state-of-the-art performance both in fully supervised and weakly supervised settings on the Audio-Visual Event (AVE) dataset.
LiveSpeech: Low-Latency Zero-shot Text-to-Speech via Autoregressive Modeling of Audio Discrete Codes
Prior works have demonstrated zero-shot text-to-speech by using a generative language model on audio tokens obtained via a neural audio codec. It is still challenging, however, to adapt them to low-latency scenarios. In this paper, we present LiveSpeech - a fully autoregressive language model-based approach for zero-shot text-to-speech, enabling low-latency streaming of the output audio. To allow multiple token prediction within a single decoding step, we propose (1) using adaptive codebook loss weights that consider codebook contribution in each frame and focus on hard instances, and (2) grouping codebooks and processing groups in parallel. Experiments show our proposed models achieve competitive results to state-of-the-art baselines in terms of content accuracy, speaker similarity, audio quality, and inference speed while being suitable for low-latency streaming applications.
Codec Does Matter: Exploring the Semantic Shortcoming of Codec for Audio Language Model
Recent advancements in audio generation have been significantly propelled by the capabilities of Large Language Models (LLMs). The existing research on audio LLM has primarily focused on enhancing the architecture and scale of audio language models, as well as leveraging larger datasets, and generally, acoustic codecs, such as EnCodec, are used for audio tokenization. However, these codecs were originally designed for audio compression, which may lead to suboptimal performance in the context of audio LLM. Our research aims to address the shortcomings of current audio LLM codecs, particularly their challenges in maintaining semantic integrity in generated audio. For instance, existing methods like VALL-E, which condition acoustic token generation on text transcriptions, often suffer from content inaccuracies and elevated word error rates (WER) due to semantic misinterpretations of acoustic tokens, resulting in word skipping and errors. To overcome these issues, we propose a straightforward yet effective approach called X-Codec. X-Codec incorporates semantic features from a pre-trained semantic encoder before the Residual Vector Quantization (RVQ) stage and introduces a semantic reconstruction loss after RVQ. By enhancing the semantic ability of the codec, X-Codec significantly reduces WER in speech synthesis tasks and extends these benefits to non-speech applications, including music and sound generation. Our experiments in text-to-speech, music continuation, and text-to-sound tasks demonstrate that integrating semantic information substantially improves the overall performance of language models in audio generation. Our code and demo are available (Demo: https://x-codec-audio.github.io Code: https://github.com/zhenye234/xcodec)
WikiMuTe: A web-sourced dataset of semantic descriptions for music audio
Multi-modal deep learning techniques for matching free-form text with music have shown promising results in the field of Music Information Retrieval (MIR). Prior work is often based on large proprietary data while publicly available datasets are few and small in size. In this study, we present WikiMuTe, a new and open dataset containing rich semantic descriptions of music. The data is sourced from Wikipedia's rich catalogue of articles covering musical works. Using a dedicated text-mining pipeline, we extract both long and short-form descriptions covering a wide range of topics related to music content such as genre, style, mood, instrumentation, and tempo. To show the use of this data, we train a model that jointly learns text and audio representations and performs cross-modal retrieval. The model is evaluated on two tasks: tag-based music retrieval and music auto-tagging. The results show that while our approach has state-of-the-art performance on multiple tasks, but still observe a difference in performance depending on the data used for training.
Analytic Study of Text-Free Speech Synthesis for Raw Audio using a Self-Supervised Learning Model
We examine the text-free speech representations of raw audio obtained from a self-supervised learning (SSL) model by analyzing the synthesized speech using the SSL representations instead of conventional text representations. Since raw audio does not have paired speech representations as transcribed texts do, obtaining speech representations from unpaired speech is crucial for augmenting available datasets for speech synthesis. Specifically, the proposed speech synthesis is conducted using discrete symbol representations from the SSL model in comparison with text representations, and analytical examinations of the synthesized speech have been carried out. The results empirically show that using text representations is advantageous for preserving semantic information, while using discrete symbol representations is superior for preserving acoustic content, including prosodic and intonational information.
Tune In, Act Up: Exploring the Impact of Audio Modality-Specific Edits on Large Audio Language Models in Jailbreak
Large Language Models (LLMs) demonstrate remarkable zero-shot performance across various natural language processing tasks. The integration of multimodal encoders extends their capabilities, enabling the development of Multimodal Large Language Models that process vision, audio, and text. However, these capabilities also raise significant security concerns, as these models can be manipulated to generate harmful or inappropriate content through jailbreak. While extensive research explores the impact of modality-specific input edits on text-based LLMs and Large Vision-Language Models in jailbreak, the effects of audio-specific edits on Large Audio-Language Models (LALMs) remain underexplored. Hence, this paper addresses this gap by investigating how audio-specific edits influence LALMs inference regarding jailbreak. We introduce the Audio Editing Toolbox (AET), which enables audio-modality edits such as tone adjustment, word emphasis, and noise injection, and the Edited Audio Datasets (EADs), a comprehensive audio jailbreak benchmark. We also conduct extensive evaluations of state-of-the-art LALMs to assess their robustness under different audio edits. This work lays the groundwork for future explorations on audio-modality interactions in LALMs security.
M$^3$AV: A Multimodal, Multigenre, and Multipurpose Audio-Visual Academic Lecture Dataset
Publishing open-source academic video recordings is an emergent and prevalent approach to sharing knowledge online. Such videos carry rich multimodal information including speech, the facial and body movements of the speakers, as well as the texts and pictures in the slides and possibly even the papers. Although multiple academic video datasets have been constructed and released, few of them support both multimodal content recognition and understanding tasks, which is partially due to the lack of high-quality human annotations. In this paper, we propose a novel multimodal, multigenre, and multipurpose audio-visual academic lecture dataset (M^3AV), which has almost 367 hours of videos from five sources covering computer science, mathematics, and medical and biology topics. With high-quality human annotations of the spoken and written words, in particular high-valued name entities, the dataset can be used for multiple audio-visual recognition and understanding tasks. Evaluations performed on contextual speech recognition, speech synthesis, and slide and script generation tasks demonstrate that the diversity of M^3AV makes it a challenging dataset.
A Detailed Audio-Text Data Simulation Pipeline using Single-Event Sounds
Recently, there has been an increasing focus on audio-text cross-modal learning. However, most of the existing audio-text datasets contain only simple descriptions of sound events. Compared with classification labels, the advantages of such descriptions are significantly limited. In this paper, we first analyze the detailed information that human descriptions of audio may contain beyond sound event labels. Based on the analysis, we propose an automatic pipeline for curating audio-text pairs with rich details. Leveraging the property that sounds can be mixed and concatenated in the time domain, we control details in four aspects: temporal relationship, loudness, speaker identity, and occurrence number, in simulating audio mixtures. Corresponding details are transformed into captions by large language models. Audio-text pairs with rich details in text descriptions are thereby obtained. We validate the effectiveness of our pipeline with a small amount of simulated data, demonstrating that the simulated data enables models to learn detailed audio captioning.
AudioBERT: Audio Knowledge Augmented Language Model
Recent studies have identified that language models, pretrained on text-only datasets, often lack elementary visual knowledge, e.g., colors of everyday objects. Motivated by this observation, we ask whether a similar shortcoming exists in terms of the auditory knowledge. To answer this question, we construct a new dataset called AuditoryBench, which consists of two novel tasks for evaluating auditory knowledge. Based on our analysis using the benchmark, we find that language models also suffer from a severe lack of auditory knowledge. To address this limitation, we propose AudioBERT, a novel method to augment the auditory knowledge of BERT through a retrieval-based approach. First, we detect auditory knowledge spans in prompts to query our retrieval model efficiently. Then, we inject audio knowledge into BERT and switch on low-rank adaptation for effective adaptation when audio knowledge is required. Our experiments demonstrate that AudioBERT is quite effective, achieving superior performance on the AuditoryBench. The dataset and code are available at https://github.com/HJ-Ok/AudioBERT.
Prefix tuning for automated audio captioning
Audio captioning aims to generate text descriptions from environmental sounds. One challenge of audio captioning is the difficulty of the generalization due to the lack of audio-text paired training data. In this work, we propose a simple yet effective method of dealing with small-scaled datasets by leveraging a pre-trained language model. We keep the language model frozen to maintain the expressivity for text generation, and we only learn to extract global and temporal features from the input audio. To bridge a modality gap between the audio features and the language model, we employ mapping networks that translate audio features to the continuous vectors the language model can understand, called prefixes. We evaluate our proposed method on the Clotho and AudioCaps dataset and show our method outperforms prior arts in diverse experimental settings.
Audio Retrieval with Natural Language Queries
We consider the task of retrieving audio using free-form natural language queries. To study this problem, which has received limited attention in the existing literature, we introduce challenging new benchmarks for text-based audio retrieval using text annotations sourced from the Audiocaps and Clotho datasets. We then employ these benchmarks to establish baselines for cross-modal audio retrieval, where we demonstrate the benefits of pre-training on diverse audio tasks. We hope that our benchmarks will inspire further research into cross-modal text-based audio retrieval with free-form text queries.
SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound
Generating combined visual and auditory sensory experiences is critical for the consumption of immersive content. Recent advances in neural generative models have enabled the creation of high-resolution content across multiple modalities such as images, text, speech, and videos. Despite these successes, there remains a significant gap in the generation of high-quality spatial audio that complements generated visual content. Furthermore, current audio generation models excel in either generating natural audio or speech or music but fall short in integrating spatial audio cues necessary for immersive experiences. In this work, we introduce SEE-2-SOUND, a zero-shot approach that decomposes the task into (1) identifying visual regions of interest; (2) locating these elements in 3D space; (3) generating mono-audio for each; and (4) integrating them into spatial audio. Using our framework, we demonstrate compelling results for generating spatial audio for high-quality videos, images, and dynamic images from the internet, as well as media generated by learned approaches.
Improving Text-To-Audio Models with Synthetic Captions
It is an open challenge to obtain high quality training data, especially captions, for text-to-audio models. Although prior methods have leveraged text-only language models to augment and improve captions, such methods have limitations related to scale and coherence between audio and captions. In this work, we propose an audio captioning pipeline that uses an audio language model to synthesize accurate and diverse captions for audio at scale. We leverage this pipeline to produce a dataset of synthetic captions for AudioSet, named AF-AudioSet, and then evaluate the benefit of pre-training text-to-audio models on these synthetic captions. Through systematic evaluations on AudioCaps and MusicCaps, we find leveraging our pipeline and synthetic captions leads to significant improvements on audio generation quality, achieving a new state-of-the-art.
Audio Dialogues: Dialogues dataset for audio and music understanding
Existing datasets for audio understanding primarily focus on single-turn interactions (i.e. audio captioning, audio question answering) for describing audio in natural language, thus limiting understanding audio via interactive dialogue. To address this gap, we introduce Audio Dialogues: a multi-turn dialogue dataset containing 163.8k samples for general audio sounds and music. In addition to dialogues, Audio Dialogues also has question-answer pairs to understand and compare multiple input audios together. Audio Dialogues leverages a prompting-based approach and caption annotations from existing datasets to generate multi-turn dialogues using a Large Language Model (LLM). We evaluate existing audio-augmented large language models on our proposed dataset to demonstrate the complexity and applicability of Audio Dialogues. Our code for generating the dataset will be made publicly available. Detailed prompts and generated dialogues can be found on the demo website https://audiodialogues.github.io/.
Enhancing Low-Resource Language and Instruction Following Capabilities of Audio Language Models
Audio language models can understand audio inputs and perform a range of audio-related tasks based on instructions, such as speech recognition and audio captioning, where the instructions are usually textual prompts. Audio language models are mostly initialized from pre-trained audio encoders and large language models (LLMs). Although these pre-trained components were developed to support multiple languages, audio-language models are trained predominantly on English data, which may limit their usability to only English instructions or English speech inputs. First, this paper examines the performance of existing audio language models in an underserved language using Thai as an example. This paper demonstrates that, despite being built on multilingual backbones, audio language models do not exhibit cross-lingual emergent abilities to low-resource languages. Second, this paper studies data mixture for developing audio language models that are optimized for a target language as well as English. In addition. this paper integrates audio comprehension and speech instruction-following capabilities into a single unified model. Our experiments provide insights into data mixture for enhancing instruction-following capabilities in both a low-resource language and English. Our model, Typhoon-Audio, outperforms existing open-source audio language models by a considerable margin, and it is comparable to state-of-the-art Gemini-1.5-Pro in both English and Thai languages.
Generating Realistic Images from In-the-wild Sounds
Representing wild sounds as images is an important but challenging task due to the lack of paired datasets between sound and images and the significant differences in the characteristics of these two modalities. Previous studies have focused on generating images from sound in limited categories or music. In this paper, we propose a novel approach to generate images from in-the-wild sounds. First, we convert sound into text using audio captioning. Second, we propose audio attention and sentence attention to represent the rich characteristics of sound and visualize the sound. Lastly, we propose a direct sound optimization with CLIPscore and AudioCLIP and generate images with a diffusion-based model. In experiments, it shows that our model is able to generate high quality images from wild sounds and outperforms baselines in both quantitative and qualitative evaluations on wild audio datasets.
Audiobox TTA-RAG: Improving Zero-Shot and Few-Shot Text-To-Audio with Retrieval-Augmented Generation
Current leading Text-To-Audio (TTA) generation models suffer from degraded performance on zero-shot and few-shot settings. It is often challenging to generate high-quality audio for audio events that are unseen or uncommon in the training set. Inspired by the success of Retrieval-Augmented Generation (RAG) in Large Language Model (LLM)-based knowledge-intensive tasks, we extend the TTA process with additional conditioning contexts. We propose Audiobox TTA-RAG, a novel retrieval-augmented TTA approach based on Audiobox, a conditional flow-matching audio generation model. Unlike the vanilla Audiobox TTA solution which generates audio conditioned on text, we augmented the conditioning input with retrieved audio samples that provide additional acoustic information to generate the target audio. Our retrieval method does not require the external database to have labeled audio, offering more practical use cases. To evaluate our proposed method, we curated test sets in zero-shot and few-shot settings. Our empirical results show that the proposed model can effectively leverage the retrieved audio samples and significantly improve zero-shot and few-shot TTA performance, with large margins on multiple evaluation metrics, while maintaining the ability to generate semantically aligned audio for the in-domain setting. In addition, we investigate the effect of different retrieval methods and data sources.
The Spotify Podcast Dataset
Podcasts are a relatively new form of audio media. Episodes appear on a regular cadence, and come in many different formats and levels of formality. They can be formal news journalism or conversational chat; fiction or non-fiction. They are rapidly growing in popularity and yet have been relatively little studied. As an audio format, podcasts are more varied in style and production types than, say, broadcast news, and contain many more genres than typically studied in video research. The medium is therefore a rich domain with many research avenues for the IR and NLP communities. We present the Spotify Podcast Dataset, a set of approximately 100K podcast episodes comprised of raw audio files along with accompanying ASR transcripts. This represents over 47,000 hours of transcribed audio, and is an order of magnitude larger than previous speech-to-text corpora.
Retrieval-Augmented Text-to-Audio Generation
Despite recent progress in text-to-audio (TTA) generation, we show that the state-of-the-art models, such as AudioLDM, trained on datasets with an imbalanced class distribution, such as AudioCaps, are biased in their generation performance. Specifically, they excel in generating common audio classes while underperforming in the rare ones, thus degrading the overall generation performance. We refer to this problem as long-tailed text-to-audio generation. To address this issue, we propose a simple retrieval-augmented approach for TTA models. Specifically, given an input text prompt, we first leverage a Contrastive Language Audio Pretraining (CLAP) model to retrieve relevant text-audio pairs. The features of the retrieved audio-text data are then used as additional conditions to guide the learning of TTA models. We enhance AudioLDM with our proposed approach and denote the resulting augmented system as Re-AudioLDM. On the AudioCaps dataset, Re-AudioLDM achieves a state-of-the-art Frechet Audio Distance (FAD) of 1.37, outperforming the existing approaches by a large margin. Furthermore, we show that Re-AudioLDM can generate realistic audio for complex scenes, rare audio classes, and even unseen audio types, indicating its potential in TTA tasks.
MUSAN: A Music, Speech, and Noise Corpus
This report introduces a new corpus of music, speech, and noise. This dataset is suitable for training models for voice activity detection (VAD) and music/speech discrimination. Our corpus is released under a flexible Creative Commons license. The dataset consists of music from several genres, speech from twelve languages, and a wide assortment of technical and non-technical noises. We demonstrate use of this corpus for music/speech discrimination on Broadcast news and VAD for speaker identification.
Libri-Light: A Benchmark for ASR with Limited or No Supervision
We introduce a new collection of spoken English audio suitable for training speech recognition systems under limited or no supervision. It is derived from open-source audio books from the LibriVox project. It contains over 60K hours of audio, which is, to our knowledge, the largest freely-available corpus of speech. The audio has been segmented using voice activity detection and is tagged with SNR, speaker ID and genre descriptions. Additionally, we provide baseline systems and evaluation metrics working under three settings: (1) the zero resource/unsupervised setting (ABX), (2) the semi-supervised setting (PER, CER) and (3) the distant supervision setting (WER). Settings (2) and (3) use limited textual resources (10 minutes to 10 hours) aligned with the speech. Setting (3) uses large amounts of unaligned text. They are evaluated on the standard LibriSpeech dev and test sets for comparison with the supervised state-of-the-art.
Make-An-Audio: Text-To-Audio Generation with Prompt-Enhanced Diffusion Models
Large-scale multimodal generative modeling has created milestones in text-to-image and text-to-video generation. Its application to audio still lags behind for two main reasons: the lack of large-scale datasets with high-quality text-audio pairs, and the complexity of modeling long continuous audio data. In this work, we propose Make-An-Audio with a prompt-enhanced diffusion model that addresses these gaps by 1) introducing pseudo prompt enhancement with a distill-then-reprogram approach, it alleviates data scarcity with orders of magnitude concept compositions by using language-free audios; 2) leveraging spectrogram autoencoder to predict the self-supervised audio representation instead of waveforms. Together with robust contrastive language-audio pretraining (CLAP) representations, Make-An-Audio achieves state-of-the-art results in both objective and subjective benchmark evaluation. Moreover, we present its controllability and generalization for X-to-Audio with "No Modality Left Behind", for the first time unlocking the ability to generate high-definition, high-fidelity audios given a user-defined modality input. Audio samples are available at https://Text-to-Audio.github.io
Mapping the Podcast Ecosystem with the Structured Podcast Research Corpus
Podcasts provide highly diverse content to a massive listener base through a unique on-demand modality. However, limited data has prevented large-scale computational analysis of the podcast ecosystem. To fill this gap, we introduce a massive dataset of over 1.1M podcast transcripts that is largely comprehensive of all English language podcasts available through public RSS feeds from May and June of 2020. This data is not limited to text, but rather includes audio features and speaker turns for a subset of 370K episodes, and speaker role inferences and other metadata for all 1.1M episodes. Using this data, we also conduct a foundational investigation into the content, structure, and responsiveness of this ecosystem. Together, our data and analyses open the door to continued computational research of this popular and impactful medium.
Listen, Chat, and Edit: Text-Guided Soundscape Modification for Enhanced Auditory Experience
In daily life, we encounter a variety of sounds, both desirable and undesirable, with limited control over their presence and volume. Our work introduces "Listen, Chat, and Edit" (LCE), a novel multimodal sound mixture editor that modifies each sound source in a mixture based on user-provided text instructions. LCE distinguishes itself with a user-friendly chat interface and its unique ability to edit multiple sound sources simultaneously within a mixture, without needing to separate them. Users input open-vocabulary text prompts, which are interpreted by a large language model to create a semantic filter for editing the sound mixture. The system then decomposes the mixture into its components, applies the semantic filter, and reassembles it into the desired output. We developed a 160-hour dataset with over 100k mixtures, including speech and various audio sources, along with text prompts for diverse editing tasks like extraction, removal, and volume control. Our experiments demonstrate significant improvements in signal quality across all editing tasks and robust performance in zero-shot scenarios with varying numbers and types of sound sources.
CSS10: A Collection of Single Speaker Speech Datasets for 10 Languages
We describe our development of CSS10, a collection of single speaker speech datasets for ten languages. It is composed of short audio clips from LibriVox audiobooks and their aligned texts. To validate its quality we train two neural text-to-speech models on each dataset. Subsequently, we conduct Mean Opinion Score tests on the synthesized speech samples. We make our datasets, pre-trained models, and test resources publicly available. We hope they will be used for future speech tasks.
AudioGen: Textually Guided Audio Generation
We tackle the problem of generating audio samples conditioned on descriptive text captions. In this work, we propose AaudioGen, an auto-regressive generative model that generates audio samples conditioned on text inputs. AudioGen operates on a learnt discrete audio representation. The task of text-to-audio generation poses multiple challenges. Due to the way audio travels through a medium, differentiating ``objects'' can be a difficult task (e.g., separating multiple people simultaneously speaking). This is further complicated by real-world recording conditions (e.g., background noise, reverberation, etc.). Scarce text annotations impose another constraint, limiting the ability to scale models. Finally, modeling high-fidelity audio requires encoding audio at high sampling rate, leading to extremely long sequences. To alleviate the aforementioned challenges we propose an augmentation technique that mixes different audio samples, driving the model to internally learn to separate multiple sources. We curated 10 datasets containing different types of audio and text annotations to handle the scarcity of text-audio data points. For faster inference, we explore the use of multi-stream modeling, allowing the use of shorter sequences while maintaining a similar bitrate and perceptual quality. We apply classifier-free guidance to improve adherence to text. Comparing to the evaluated baselines, AudioGen outperforms over both objective and subjective metrics. Finally, we explore the ability of the proposed method to generate audio continuation conditionally and unconditionally. Samples: https://felixkreuk.github.io/audiogen
EnCodecMAE: Leveraging neural codecs for universal audio representation learning
The goal of universal audio representation learning is to obtain foundational models that can be used for a variety of downstream tasks involving speech, music or environmental sounds. To approach this problem, methods inspired by self-supervised models from NLP, like BERT, are often used and adapted to audio. These models rely on the discrete nature of text, hence adopting this type of approach for audio processing requires either a change in the learning objective or mapping the audio signal to a set of discrete classes. In this work, we explore the use of EnCodec, a neural audio codec, to generate discrete targets for learning an universal audio model based on a masked autoencoder (MAE). We evaluate this approach, which we call EncodecMAE, on a wide range of audio tasks spanning speech, music and environmental sounds, achieving performances comparable or better than leading audio representation models.
LMCodec: A Low Bitrate Speech Codec With Causal Transformer Models
We introduce LMCodec, a causal neural speech codec that provides high quality audio at very low bitrates. The backbone of the system is a causal convolutional codec that encodes audio into a hierarchy of coarse-to-fine tokens using residual vector quantization. LMCodec trains a Transformer language model to predict the fine tokens from the coarse ones in a generative fashion, allowing for the transmission of fewer codes. A second Transformer predicts the uncertainty of the next codes given the past transmitted codes, and is used to perform conditional entropy coding. A MUSHRA subjective test was conducted and shows that the quality is comparable to reference codecs at higher bitrates. Example audio is available at https://mjenrungrot.github.io/chrome-media-audio-papers/publications/lmcodec.
Pengi: An Audio Language Model for Audio Tasks
In the domain of audio processing, Transfer Learning has facilitated the rise of Self-Supervised Learning and Zero-Shot Learning techniques. These approaches have led to the development of versatile models capable of tackling a wide array of tasks, while delivering state-of-the-art performance. However, current models inherently lack the capacity to produce the requisite language for open-ended tasks, such as Audio Captioning or Audio Question & Answering. We introduce Pengi, a novel Audio Language Model that leverages Transfer Learning by framing all audio tasks as text-generation tasks. It takes as input, an audio recording, and text, and generates free-form text as output. The input audio is represented as a sequence of continuous embeddings by an audio encoder. A text encoder does the same for the corresponding text input. Both sequences are combined as a prefix to prompt a pre-trained frozen language model. The unified architecture of Pengi enables open-ended tasks and close-ended tasks without any additional fine-tuning or task-specific extensions. When evaluated on 22 downstream tasks, our approach yields state-of-the-art performance in several of them. Our results show that connecting language models with audio models is a major step towards general-purpose audio understanding
In-Context Prompt Editing For Conditional Audio Generation
Distributional shift is a central challenge in the deployment of machine learning models as they can be ill-equipped for real-world data. This is particularly evident in text-to-audio generation where the encoded representations are easily undermined by unseen prompts, which leads to the degradation of generated audio -- the limited set of the text-audio pairs remains inadequate for conditional audio generation in the wild as user prompts are under-specified. In particular, we observe a consistent audio quality degradation in generated audio samples with user prompts, as opposed to training set prompts. To this end, we present a retrieval-based in-context prompt editing framework that leverages the training captions as demonstrative exemplars to revisit the user prompts. We show that the framework enhanced the audio quality across the set of collected user prompts, which were edited with reference to the training captions as exemplars.
Training Audio Captioning Models without Audio
Automated Audio Captioning (AAC) is the task of generating natural language descriptions given an audio stream. A typical AAC system requires manually curated training data of audio segments and corresponding text caption annotations. The creation of these audio-caption pairs is costly, resulting in general data scarcity for the task. In this work, we address this major limitation and propose an approach to train AAC systems using only text. Our approach leverages the multimodal space of contrastively trained audio-text models, such as CLAP. During training, a decoder generates captions conditioned on the pretrained CLAP text encoder. During inference, the text encoder is replaced with the pretrained CLAP audio encoder. To bridge the modality gap between text and audio embeddings, we propose the use of noise injection or a learnable adapter, during training. We find that the proposed text-only framework performs competitively with state-of-the-art models trained with paired audio, showing that efficient text-to-audio transfer is possible. Finally, we showcase both stylized audio captioning and caption enrichment while training without audio or human-created text captions.
Acoustic Prompt Tuning: Empowering Large Language Models with Audition Capabilities
The auditory system plays a substantial role in shaping the overall human perceptual experience. While prevailing large language models (LLMs) and visual language models (VLMs) have shown their promise in solving a wide variety of vision and language understanding tasks, only a few of them can be generalised to the audio domain without compromising their domain-specific capacity. In this work, we introduce Acoustic Prompt Turning (APT), a new adapter extending LLMs and VLMs to the audio domain by soft prompting only. Specifically, APT applies an instruction-aware audio aligner to generate soft prompts, conditioned on both input text and sounds, as language model inputs. To mitigate the data scarcity in the audio domain, a multi-task learning strategy is proposed by formulating diverse audio tasks in a sequence-to-sequence manner. Moreover, we improve the framework of audio language model by using interleaved audio-text embeddings as the input sequence. This improved framework imposes zero constraints on the input format and thus is capable of tackling more understanding tasks, such as few-shot audio classification and audio reasoning. To further evaluate the reasoning ability of audio networks, we propose natural language audio reasoning (NLAR), a new task that analyses across two audio clips by comparison and summarization. Experiments show that APT-enhanced LLMs (namely APT-LLMs) achieve competitive results compared to the expert models (i.e., the networks trained on the targeted datasets) across various tasks. We finally demonstrate the APT's ability in extending frozen VLMs to the audio domain without finetuning, achieving promising results in the audio-visual question and answering task. Our code and model weights are released at https://github.com/JinhuaLiang/APT.
Improving Audio Captioning Models with Fine-grained Audio Features, Text Embedding Supervision, and LLM Mix-up Augmentation
Automated audio captioning (AAC) aims to generate informative descriptions for various sounds from nature and/or human activities. In recent years, AAC has quickly attracted research interest, with state-of-the-art systems now relying on a sequence-to-sequence (seq2seq) backbone powered by strong models such as Transformers. Following the macro-trend of applied machine learning research, in this work, we strive to improve the performance of seq2seq AAC models by extensively leveraging pretrained models and large language models (LLMs). Specifically, we utilize BEATs to extract fine-grained audio features. Then, we employ Instructor LLM to fetch text embeddings of captions, and infuse their language-modality knowledge into BEATs audio features via an auxiliary InfoNCE loss function. Moreover, we propose a novel data augmentation method that uses ChatGPT to produce caption mix-ups (i.e., grammatical and compact combinations of two captions) which, together with the corresponding audio mixtures, increase not only the amount but also the complexity and diversity of training data. During inference, we propose to employ nucleus sampling and a hybrid reranking algorithm, which has not been explored in AAC research. Combining our efforts, our model achieves a new state-of-the-art 32.6 SPIDEr-FL score on the Clotho evaluation split, and wins the 2023 DCASE AAC challenge.
Large-scale Contrastive Language-Audio Pretraining with Feature Fusion and Keyword-to-Caption Augmentation
Contrastive learning has shown remarkable success in the field of multimodal representation learning. In this paper, we propose a pipeline of contrastive language-audio pretraining to develop an audio representation by combining audio data with natural language descriptions. To accomplish this target, we first release LAION-Audio-630K, a large collection of 633,526 audio-text pairs from different data sources. Second, we construct a contrastive language-audio pretraining model by considering different audio encoders and text encoders. We incorporate the feature fusion mechanism and keyword-to-caption augmentation into the model design to further enable the model to process audio inputs of variable lengths and enhance the performance. Third, we perform comprehensive experiments to evaluate our model across three tasks: text-to-audio retrieval, zero-shot audio classification, and supervised audio classification. The results demonstrate that our model achieves superior performance in text-to-audio retrieval task. In audio classification tasks, the model achieves state-of-the-art performance in the zero-shot setting and is able to obtain performance comparable to models' results in the non-zero-shot setting. LAION-Audio-630K and the proposed model are both available to the public.
CLIPSonic: Text-to-Audio Synthesis with Unlabeled Videos and Pretrained Language-Vision Models
Recent work has studied text-to-audio synthesis using large amounts of paired text-audio data. However, audio recordings with high-quality text annotations can be difficult to acquire. In this work, we approach text-to-audio synthesis using unlabeled videos and pretrained language-vision models. We propose to learn the desired text-audio correspondence by leveraging the visual modality as a bridge. We train a conditional diffusion model to generate the audio track of a video, given a video frame encoded by a pretrained contrastive language-image pretraining (CLIP) model. At test time, we first explore performing a zero-shot modality transfer and condition the diffusion model with a CLIP-encoded text query. However, we observe a noticeable performance drop with respect to image queries. To close this gap, we further adopt a pretrained diffusion prior model to generate a CLIP image embedding given a CLIP text embedding. Our results show the effectiveness of the proposed method, and that the pretrained diffusion prior can reduce the modality transfer gap. While we focus on text-to-audio synthesis, the proposed model can also generate audio from image queries, and it shows competitive performance against a state-of-the-art image-to-audio synthesis model in a subjective listening test. This study offers a new direction of approaching text-to-audio synthesis that leverages the naturally-occurring audio-visual correspondence in videos and the power of pretrained language-vision models.
Listen, Think, and Understand
The ability of artificial intelligence (AI) systems to perceive and comprehend audio signals is crucial for many applications. Although significant progress has been made in this area since the development of AudioSet, most existing models are designed to map audio inputs to pre-defined, discrete sound label sets. In contrast, humans possess the ability to not only classify sounds into coarse-grained categories, but also to listen to the details of the sounds, explain the reason for the predictions, think what the sound infers, and understand the scene and what action needs to be taken. Such capabilities beyond perception are not yet present in existing audio models. On the other hand, modern large language models (LLMs) exhibit emerging reasoning ability but they lack audio perception capabilities. Therefore, we ask the question: can we build an AI model that has both audio perception and a reasoning ability? In this paper, we propose a novel audio foundation model, called LTU (Listen, Think, and Understand). To train LTU, we created a new OpenAQA-5M dataset consisting of 1.9 million closed-ended and 3.7 million open-ended, diverse (audio, question, answer) tuples, and used an autoregressive training framework and a perception-to-understanding curriculum. LTU demonstrates strong performance and generalization ability on conventional audio tasks such as classification and captioning. Moreover, it exhibits remarkable reasoning and comprehension abilities in the audio domain. To the best of our knowledge, LTU is the first audio-enabled large language model that bridges audio perception with advanced reasoning.
Weakly-supervised Automated Audio Captioning via text only training
In recent years, datasets of paired audio and captions have enabled remarkable success in automatically generating descriptions for audio clips, namely Automated Audio Captioning (AAC). However, it is labor-intensive and time-consuming to collect a sufficient number of paired audio and captions. Motivated by the recent advances in Contrastive Language-Audio Pretraining (CLAP), we propose a weakly-supervised approach to train an AAC model assuming only text data and a pre-trained CLAP model, alleviating the need for paired target data. Our approach leverages the similarity between audio and text embeddings in CLAP. During training, we learn to reconstruct the text from the CLAP text embedding, and during inference, we decode using the audio embeddings. To mitigate the modality gap between the audio and text embeddings we employ strategies to bridge the gap during training and inference stages. We evaluate our proposed method on Clotho and AudioCaps datasets demonstrating its ability to achieve a relative performance of up to ~83% compared to fully supervised approaches trained with paired target data.
Zero-Shot Audio Captioning Using Soft and Hard Prompts
In traditional audio captioning methods, a model is usually trained in a fully supervised manner using a human-annotated dataset containing audio-text pairs and then evaluated on the test sets from the same dataset. Such methods have two limitations. First, these methods are often data-hungry and require time-consuming and expensive human annotations to obtain audio-text pairs. Second, these models often suffer from performance degradation in cross-domain scenarios, i.e., when the input audio comes from a different domain than the training set, which, however, has received little attention. We propose an effective audio captioning method based on the contrastive language-audio pre-training (CLAP) model to address these issues. Our proposed method requires only textual data for training, enabling the model to generate text from the textual feature in the cross-modal semantic space.In the inference stage, the model generates the descriptive text for the given audio from the audio feature by leveraging the audio-text alignment from CLAP.We devise two strategies to mitigate the discrepancy between text and audio embeddings: a mixed-augmentation-based soft prompt and a retrieval-based acoustic-aware hard prompt. These approaches are designed to enhance the generalization performance of our proposed model, facilitating the model to generate captions more robustly and accurately. Extensive experiments on AudioCaps and Clotho benchmarks show the effectiveness of our proposed method, which outperforms other zero-shot audio captioning approaches for in-domain scenarios and outperforms the compared methods for cross-domain scenarios, underscoring the generalization ability of our method.
SLAM-AAC: Enhancing Audio Captioning with Paraphrasing Augmentation and CLAP-Refine through LLMs
Automated Audio Captioning (AAC) aims to generate natural textual descriptions for input audio signals. Recent progress in audio pre-trained models and large language models (LLMs) has significantly enhanced audio understanding and textual reasoning capabilities, making improvements in AAC possible. In this paper, we propose SLAM-AAC to further enhance AAC with paraphrasing augmentation and CLAP-Refine through LLMs. Our approach uses the self-supervised EAT model to extract fine-grained audio representations, which are then aligned with textual embeddings via lightweight linear layers. The caption generation LLM is efficiently fine-tuned using the LoRA adapter. Drawing inspiration from the back-translation method in machine translation, we implement paraphrasing augmentation to expand the Clotho dataset during pre-training. This strategy helps alleviate the limitation of scarce audio-text pairs and generates more diverse captions from a small set of audio clips. During inference, we introduce the plug-and-play CLAP-Refine strategy to fully exploit multiple decoding outputs, akin to the n-best rescoring strategy in speech recognition. Using the CLAP model for audio-text similarity calculation, we could select the textual descriptions generated by multiple searching beams that best match the input audio. Experimental results show that SLAM-AAC achieves state-of-the-art performance on Clotho V2 and AudioCaps, surpassing previous mainstream models.
Noise2Music: Text-conditioned Music Generation with Diffusion Models
We introduce Noise2Music, where a series of diffusion models is trained to generate high-quality 30-second music clips from text prompts. Two types of diffusion models, a generator model, which generates an intermediate representation conditioned on text, and a cascader model, which generates high-fidelity audio conditioned on the intermediate representation and possibly the text, are trained and utilized in succession to generate high-fidelity music. We explore two options for the intermediate representation, one using a spectrogram and the other using audio with lower fidelity. We find that the generated audio is not only able to faithfully reflect key elements of the text prompt such as genre, tempo, instruments, mood, and era, but goes beyond to ground fine-grained semantics of the prompt. Pretrained large language models play a key role in this story -- they are used to generate paired text for the audio of the training set and to extract embeddings of the text prompts ingested by the diffusion models. Generated examples: https://google-research.github.io/noise2music
SoundCTM: Uniting Score-based and Consistency Models for Text-to-Sound Generation
Sound content is an indispensable element for multimedia works such as video games, music, and films. Recent high-quality diffusion-based sound generation models can serve as valuable tools for the creators. However, despite producing high-quality sounds, these models often suffer from slow inference speeds. This drawback burdens creators, who typically refine their sounds through trial and error to align them with their artistic intentions. To address this issue, we introduce Sound Consistency Trajectory Models (SoundCTM). Our model enables flexible transitioning between high-quality 1-step sound generation and superior sound quality through multi-step generation. This allows creators to initially control sounds with 1-step samples before refining them through multi-step generation. While CTM fundamentally achieves flexible 1-step and multi-step generation, its impressive performance heavily depends on an additional pretrained feature extractor and an adversarial loss, which are expensive to train and not always available in other domains. Thus, we reframe CTM's training framework and introduce a novel feature distance by utilizing the teacher's network for a distillation loss. Additionally, while distilling classifier-free guided trajectories, we train conditional and unconditional student models simultaneously and interpolate between these models during inference. We also propose training-free controllable frameworks for SoundCTM, leveraging its flexible sampling capability. SoundCTM achieves both promising 1-step and multi-step real-time sound generation without using any extra off-the-shelf networks. Furthermore, we demonstrate SoundCTM's capability of controllable sound generation in a training-free manner.
SoundStorm: Efficient Parallel Audio Generation
We present SoundStorm, a model for efficient, non-autoregressive audio generation. SoundStorm receives as input the semantic tokens of AudioLM, and relies on bidirectional attention and confidence-based parallel decoding to generate the tokens of a neural audio codec. Compared to the autoregressive generation approach of AudioLM, our model produces audio of the same quality and with higher consistency in voice and acoustic conditions, while being two orders of magnitude faster. SoundStorm generates 30 seconds of audio in 0.5 seconds on a TPU-v4. We demonstrate the ability of our model to scale audio generation to longer sequences by synthesizing high-quality, natural dialogue segments, given a transcript annotated with speaker turns and a short prompt with the speakers' voices.
FSD50K: An Open Dataset of Human-Labeled Sound Events
Most existing datasets for sound event recognition (SER) are relatively small and/or domain-specific, with the exception of AudioSet, based on over 2M tracks from YouTube videos and encompassing over 500 sound classes. However, AudioSet is not an open dataset as its official release consists of pre-computed audio features. Downloading the original audio tracks can be problematic due to YouTube videos gradually disappearing and usage rights issues. To provide an alternative benchmark dataset and thus foster SER research, we introduce FSD50K, an open dataset containing over 51k audio clips totalling over 100h of audio manually labeled using 200 classes drawn from the AudioSet Ontology. The audio clips are licensed under Creative Commons licenses, making the dataset freely distributable (including waveforms). We provide a detailed description of the FSD50K creation process, tailored to the particularities of Freesound data, including challenges encountered and solutions adopted. We include a comprehensive dataset characterization along with discussion of limitations and key factors to allow its audio-informed usage. Finally, we conduct sound event classification experiments to provide baseline systems as well as insight on the main factors to consider when splitting Freesound audio data for SER. Our goal is to develop a dataset to be widely adopted by the community as a new open benchmark for SER research.
Automated Audio Captioning with Recurrent Neural Networks
We present the first approach to automated audio captioning. We employ an encoder-decoder scheme with an alignment model in between. The input to the encoder is a sequence of log mel-band energies calculated from an audio file, while the output is a sequence of words, i.e. a caption. The encoder is a multi-layered, bi-directional gated recurrent unit (GRU) and the decoder a multi-layered GRU with a classification layer connected to the last GRU of the decoder. The classification layer and the alignment model are fully connected layers with shared weights between timesteps. The proposed method is evaluated using data drawn from a commercial sound effects library, ProSound Effects. The resulting captions were rated through metrics utilized in machine translation and image captioning fields. Results from metrics show that the proposed method can predict words appearing in the original caption, but not always correctly ordered.
Speech Commands: A Dataset for Limited-Vocabulary Speech Recognition
Describes an audio dataset of spoken words designed to help train and evaluate keyword spotting systems. Discusses why this task is an interesting challenge, and why it requires a specialized dataset that is different from conventional datasets used for automatic speech recognition of full sentences. Suggests a methodology for reproducible and comparable accuracy metrics for this task. Describes how the data was collected and verified, what it contains, previous versions and properties. Concludes by reporting baseline results of models trained on this dataset.
AudioLDM 2: Learning Holistic Audio Generation with Self-supervised Pretraining
Although audio generation shares commonalities across different types of audio, such as speech, music, and sound effects, designing models for each type requires careful consideration of specific objectives and biases that can significantly differ from those of other types. To bring us closer to a unified perspective of audio generation, this paper proposes a framework that utilizes the same learning method for speech, music, and sound effect generation. Our framework introduces a general representation of audio, called language of audio (LOA). Any audio can be translated into LOA based on AudioMAE, a self-supervised pre-trained representation learning model. In the generation process, we translate any modalities into LOA by using a GPT-2 model, and we perform self-supervised audio generation learning with a latent diffusion model conditioned on LOA. The proposed framework naturally brings advantages such as in-context learning abilities and reusable self-supervised pretrained AudioMAE and latent diffusion models. Experiments on the major benchmarks of text-to-audio, text-to-music, and text-to-speech demonstrate new state-of-the-art or competitive performance to previous approaches. Our demo and code are available at https://audioldm.github.io/audioldm2.
Self-Supervised Audio-Visual Soundscape Stylization
Speech sounds convey a great deal of information about the scenes, resulting in a variety of effects ranging from reverberation to additional ambient sounds. In this paper, we manipulate input speech to sound as though it was recorded within a different scene, given an audio-visual conditional example recorded from that scene. Our model learns through self-supervision, taking advantage of the fact that natural video contains recurring sound events and textures. We extract an audio clip from a video and apply speech enhancement. We then train a latent diffusion model to recover the original speech, using another audio-visual clip taken from elsewhere in the video as a conditional hint. Through this process, the model learns to transfer the conditional example's sound properties to the input speech. We show that our model can be successfully trained using unlabeled, in-the-wild videos, and that an additional visual signal can improve its sound prediction abilities. Please see our project webpage for video results: https://tinglok.netlify.app/files/avsoundscape/
Seed-Music: A Unified Framework for High Quality and Controlled Music Generation
We introduce Seed-Music, a suite of music generation systems capable of producing high-quality music with fine-grained style control. Our unified framework leverages both auto-regressive language modeling and diffusion approaches to support two key music creation workflows: controlled music generation and post-production editing. For controlled music generation, our system enables vocal music generation with performance controls from multi-modal inputs, including style descriptions, audio references, musical scores, and voice prompts. For post-production editing, it offers interactive tools for editing lyrics and vocal melodies directly in the generated audio. We encourage readers to listen to demo audio examples at https://team.doubao.com/seed-music .
Killing two birds with one stone: Can an audio captioning system also be used for audio-text retrieval?
Automated Audio Captioning (AAC) aims to develop systems capable of describing an audio recording using a textual sentence. In contrast, Audio-Text Retrieval (ATR) systems seek to find the best matching audio recording(s) for a given textual query (Text-to-Audio) or vice versa (Audio-to-Text). These tasks require different types of systems: AAC employs a sequence-to-sequence model, while ATR utilizes a ranking model that compares audio and text representations within a shared projection subspace. However, this work investigates the relationship between AAC and ATR by exploring the ATR capabilities of an unmodified AAC system, without fine-tuning for the new task. Our AAC system consists of an audio encoder (ConvNeXt-Tiny) trained on AudioSet for audio tagging, and a transformer decoder responsible for generating sentences. For AAC, it achieves a high SPIDEr-FL score of 0.298 on Clotho and 0.472 on AudioCaps on average. For ATR, we propose using the standard Cross-Entropy loss values obtained for any audio/caption pair. Experimental results on the Clotho and AudioCaps datasets demonstrate decent recall values using this simple approach. For instance, we obtained a Text-to-Audio R@1 value of 0.382 for Au-dioCaps, which is above the current state-of-the-art method without external data. Interestingly, we observe that normalizing the loss values was necessary for Audio-to-Text retrieval.
Audio Flamingo 2: An Audio-Language Model with Long-Audio Understanding and Expert Reasoning Abilities
Understanding and reasoning over non-speech sounds and music are crucial for both humans and AI agents to interact effectively with their environments. In this paper, we introduce Audio Flamingo 2 (AF2), an Audio-Language Model (ALM) with advanced audio understanding and reasoning capabilities. AF2 leverages (i) a custom CLAP model, (ii) synthetic Audio QA data for fine-grained audio reasoning, and (iii) a multi-stage curriculum learning strategy. AF2 achieves state-of-the-art performance with only a 3B parameter small language model, surpassing large open-source and proprietary models across over 20 benchmarks. Next, for the first time, we extend audio understanding to long audio segments (30 secs to 5 mins) and propose LongAudio, a large and novel dataset for training ALMs on long audio captioning and question-answering tasks. Fine-tuning AF2 on LongAudio leads to exceptional performance on our proposed LongAudioBench, an expert annotated benchmark for evaluating ALMs on long audio understanding capabilities. We conduct extensive ablation studies to confirm the efficacy of our approach. Project Website: https://research.nvidia.com/labs/adlr/AF2/.
Sparks of Large Audio Models: A Survey and Outlook
This survey paper provides a comprehensive overview of the recent advancements and challenges in applying large language models to the field of audio signal processing. Audio processing, with its diverse signal representations and a wide range of sources--from human voices to musical instruments and environmental sounds--poses challenges distinct from those found in traditional Natural Language Processing scenarios. Nevertheless, Large Audio Models, epitomized by transformer-based architectures, have shown marked efficacy in this sphere. By leveraging massive amount of data, these models have demonstrated prowess in a variety of audio tasks, spanning from Automatic Speech Recognition and Text-To-Speech to Music Generation, among others. Notably, recently these Foundational Audio Models, like SeamlessM4T, have started showing abilities to act as universal translators, supporting multiple speech tasks for up to 100 languages without any reliance on separate task-specific systems. This paper presents an in-depth analysis of state-of-the-art methodologies regarding Foundational Large Audio Models, their performance benchmarks, and their applicability to real-world scenarios. We also highlight current limitations and provide insights into potential future research directions in the realm of Large Audio Models with the intent to spark further discussion, thereby fostering innovation in the next generation of audio-processing systems. Furthermore, to cope with the rapid development in this area, we will consistently update the relevant repository with relevant recent articles and their open-source implementations at https://github.com/EmulationAI/awesome-large-audio-models.
CompA: Addressing the Gap in Compositional Reasoning in Audio-Language Models
A fundamental characteristic of audio is its compositional nature. Audio-language models (ALMs) trained using a contrastive approach (e.g., CLAP) that learns a shared representation between audio and language modalities have improved performance in many downstream applications, including zero-shot audio classification, audio retrieval, etc. However, the ability of these models to effectively perform compositional reasoning remains largely unexplored and necessitates additional research. In this paper, we propose CompA, a collection of two expert-annotated benchmarks with a majority of real-world audio samples, to evaluate compositional reasoning in ALMs. Our proposed CompA-order evaluates how well an ALM understands the order or occurrence of acoustic events in audio, and CompA-attribute evaluates attribute binding of acoustic events. An instance from either benchmark consists of two audio-caption pairs, where both audios have the same acoustic events but with different compositions. An ALM is evaluated on how well it matches the right audio to the right caption. Using this benchmark, we first show that current ALMs perform only marginally better than random chance, thereby struggling with compositional reasoning. Next, we propose CompA-CLAP, where we fine-tune CLAP using a novel learning method to improve its compositional reasoning abilities. To train CompA-CLAP, we first propose improvements to contrastive training with composition-aware hard negatives, allowing for more focused training. Next, we propose a novel modular contrastive loss that helps the model learn fine-grained compositional understanding and overcomes the acute scarcity of openly available compositional audios. CompA-CLAP significantly improves over all our baseline models on the CompA benchmark, indicating its superior compositional reasoning capabilities.
Learning Music-Dance Representations through Explicit-Implicit Rhythm Synchronization
Although audio-visual representation has been proved to be applicable in many downstream tasks, the representation of dancing videos, which is more specific and always accompanied by music with complex auditory contents, remains challenging and uninvestigated. Considering the intrinsic alignment between the cadent movement of dancer and music rhythm, we introduce MuDaR, a novel Music-Dance Representation learning framework to perform the synchronization of music and dance rhythms both in explicit and implicit ways. Specifically, we derive the dance rhythms based on visual appearance and motion cues inspired by the music rhythm analysis. Then the visual rhythms are temporally aligned with the music counterparts, which are extracted by the amplitude of sound intensity. Meanwhile, we exploit the implicit coherence of rhythms implied in audio and visual streams by contrastive learning. The model learns the joint embedding by predicting the temporal consistency between audio-visual pairs. The music-dance representation, together with the capability of detecting audio and visual rhythms, can further be applied to three downstream tasks: (a) dance classification, (b) music-dance retrieval, and (c) music-dance retargeting. Extensive experiments demonstrate that our proposed framework outperforms other self-supervised methods by a large margin.
Play It Back: Iterative Attention for Audio Recognition
A key function of auditory cognition is the association of characteristic sounds with their corresponding semantics over time. Humans attempting to discriminate between fine-grained audio categories, often replay the same discriminative sounds to increase their prediction confidence. We propose an end-to-end attention-based architecture that through selective repetition attends over the most discriminative sounds across the audio sequence. Our model initially uses the full audio sequence and iteratively refines the temporal segments replayed based on slot attention. At each playback, the selected segments are replayed using a smaller hop length which represents higher resolution features within these segments. We show that our method can consistently achieve state-of-the-art performance across three audio-classification benchmarks: AudioSet, VGG-Sound, and EPIC-KITCHENS-100.
Read, Watch and Scream! Sound Generation from Text and Video
Multimodal generative models have shown impressive advances with the help of powerful diffusion models. Despite the progress, generating sound solely from text poses challenges in ensuring comprehensive scene depiction and temporal alignment. Meanwhile, video-to-sound generation limits the flexibility to prioritize sound synthesis for specific objects within the scene. To tackle these challenges, we propose a novel video-and-text-to-sound generation method, called ReWaS, where video serves as a conditional control for a text-to-audio generation model. Our method estimates the structural information of audio (namely, energy) from the video while receiving key content cues from a user prompt. We employ a well-performing text-to-sound model to consolidate the video control, which is much more efficient for training multimodal diffusion models with massive triplet-paired (audio-video-text) data. In addition, by separating the generative components of audio, it becomes a more flexible system that allows users to freely adjust the energy, surrounding environment, and primary sound source according to their preferences. Experimental results demonstrate that our method shows superiority in terms of quality, controllability, and training efficiency. Our demo is available at https://naver-ai.github.io/rewas
Joint Audio and Speech Understanding
Humans are surrounded by audio signals that include both speech and non-speech sounds. The recognition and understanding of speech and non-speech audio events, along with a profound comprehension of the relationship between them, constitute fundamental cognitive capabilities. For the first time, we build a machine learning model, called LTU-AS, that has a conceptually similar universal audio perception and advanced reasoning ability. Specifically, by integrating Whisper as a perception module and LLaMA as a reasoning module, LTU-AS can simultaneously recognize and jointly understand spoken text, speech paralinguistics, and non-speech audio events - almost everything perceivable from audio signals.
Personalized Audiobook Recommendations at Spotify Through Graph Neural Networks
In the ever-evolving digital audio landscape, Spotify, well-known for its music and talk content, has recently introduced audiobooks to its vast user base. While promising, this move presents significant challenges for personalized recommendations. Unlike music and podcasts, audiobooks, initially available for a fee, cannot be easily skimmed before purchase, posing higher stakes for the relevance of recommendations. Furthermore, introducing a new content type into an existing platform confronts extreme data sparsity, as most users are unfamiliar with this new content type. Lastly, recommending content to millions of users requires the model to react fast and be scalable. To address these challenges, we leverage podcast and music user preferences and introduce 2T-HGNN, a scalable recommendation system comprising Heterogeneous Graph Neural Networks (HGNNs) and a Two Tower (2T) model. This novel approach uncovers nuanced item relationships while ensuring low latency and complexity. We decouple users from the HGNN graph and propose an innovative multi-link neighbor sampler. These choices, together with the 2T component, significantly reduce the complexity of the HGNN model. Empirical evaluations involving millions of users show significant improvement in the quality of personalized recommendations, resulting in a +46% increase in new audiobooks start rate and a +23% boost in streaming rates. Intriguingly, our model's impact extends beyond audiobooks, benefiting established products like podcasts.
Codec-SUPERB: An In-Depth Analysis of Sound Codec Models
The sound codec's dual roles in minimizing data transmission latency and serving as tokenizers underscore its critical importance. Recent years have witnessed significant developments in codec models. The ideal sound codec should preserve content, paralinguistics, speakers, and audio information. However, the question of which codec achieves optimal sound information preservation remains unanswered, as in different papers, models are evaluated on their selected experimental settings. This study introduces Codec-SUPERB, an acronym for Codec sound processing Universal PERformance Benchmark. It is an ecosystem designed to assess codec models across representative sound applications and signal-level metrics rooted in sound domain knowledge.Codec-SUPERB simplifies result sharing through an online leaderboard, promoting collaboration within a community-driven benchmark database, thereby stimulating new development cycles for codecs. Furthermore, we undertake an in-depth analysis to offer insights into codec models from both application and signal perspectives, diverging from previous codec papers mainly concentrating on signal-level comparisons. Finally, we will release codes, the leaderboard, and data to accelerate progress within the community.
MultiVENT 2.0: A Massive Multilingual Benchmark for Event-Centric Video Retrieval
Efficiently retrieving and synthesizing information from large-scale multimodal collections has become a critical challenge. However, existing video retrieval datasets suffer from scope limitations, primarily focusing on matching descriptive but vague queries with small collections of professionally edited, English-centric videos. To address this gap, we introduce MultiVENT 2.0, a large-scale, multilingual event-centric video retrieval benchmark featuring a collection of more than 218,000 news videos and 3,906 queries targeting specific world events. These queries specifically target information found in the visual content, audio, embedded text, and text metadata of the videos, requiring systems leverage all these sources to succeed at the task. Preliminary results show that state-of-the-art vision-language models struggle significantly with this task, and while alternative approaches show promise, they are still insufficient to adequately address this problem. These findings underscore the need for more robust multimodal retrieval systems, as effective video retrieval is a crucial step towards multimodal content understanding and generation tasks.
Mustango: Toward Controllable Text-to-Music Generation
With recent advancements in text-to-audio and text-to-music based on latent diffusion models, the quality of generated content has been reaching new heights. The controllability of musical aspects, however, has not been explicitly explored in text-to-music systems yet. In this paper, we present Mustango, a music-domain-knowledge-inspired text-to-music system based on diffusion, that expands the Tango text-to-audio model. Mustango aims to control the generated music, not only with general text captions, but from more rich captions that could include specific instructions related to chords, beats, tempo, and key. As part of Mustango, we propose MuNet, a Music-Domain-Knowledge-Informed UNet sub-module to integrate these music-specific features, which we predict from the text prompt, as well as the general text embedding, into the diffusion denoising process. To overcome the limited availability of open datasets of music with text captions, we propose a novel data augmentation method that includes altering the harmonic, rhythmic, and dynamic aspects of music audio and using state-of-the-art Music Information Retrieval methods to extract the music features which will then be appended to the existing descriptions in text format. We release the resulting MusicBench dataset which contains over 52K instances and includes music-theory-based descriptions in the caption text. Through extensive experiments, we show that the quality of the music generated by Mustango is state-of-the-art, and the controllability through music-specific text prompts greatly outperforms other models in terms of desired chords, beat, key, and tempo, on multiple datasets.
Visual Speech Recognition for Multiple Languages in the Wild
Visual speech recognition (VSR) aims to recognize the content of speech based on lip movements, without relying on the audio stream. Advances in deep learning and the availability of large audio-visual datasets have led to the development of much more accurate and robust VSR models than ever before. However, these advances are usually due to the larger training sets rather than the model design. Here we demonstrate that designing better models is equally as important as using larger training sets. We propose the addition of prediction-based auxiliary tasks to a VSR model, and highlight the importance of hyperparameter optimization and appropriate data augmentations. We show that such a model works for different languages and outperforms all previous methods trained on publicly available datasets by a large margin. It even outperforms models that were trained on non-publicly available datasets containing up to to 21 times more data. We show, furthermore, that using additional training data, even in other languages or with automatically generated transcriptions, results in further improvement.
Learning Disentangled Speech Representations with Contrastive Learning and Time-Invariant Retrieval
Voice conversion refers to transferring speaker identity with well-preserved content. Better disentanglement of speech representations leads to better voice conversion. Recent studies have found that phonetic information from input audio has the potential ability to well represent content. Besides, the speaker-style modeling with pre-trained models making the process more complex. To tackle these issues, we introduce a new method named "CTVC" which utilizes disentangled speech representations with contrastive learning and time-invariant retrieval. Specifically, a similarity-based compression module is used to facilitate a more intimate connection between the frame-level hidden features and linguistic information at phoneme-level. Additionally, a time-invariant retrieval is proposed for timbre extraction based on multiple segmentations and mutual information. Experimental results demonstrate that "CTVC" outperforms previous studies and improves the sound quality and similarity of converted results.
Spoken SQuAD: A Study of Mitigating the Impact of Speech Recognition Errors on Listening Comprehension
Reading comprehension has been widely studied. One of the most representative reading comprehension tasks is Stanford Question Answering Dataset (SQuAD), on which machine is already comparable with human. On the other hand, accessing large collections of multimedia or spoken content is much more difficult and time-consuming than plain text content for humans. It's therefore highly attractive to develop machines which can automatically understand spoken content. In this paper, we propose a new listening comprehension task - Spoken SQuAD. On the new task, we found that speech recognition errors have catastrophic impact on machine comprehension, and several approaches are proposed to mitigate the impact.
Audio Match Cutting: Finding and Creating Matching Audio Transitions in Movies and Videos
A "match cut" is a common video editing technique where a pair of shots that have a similar composition transition fluidly from one to another. Although match cuts are often visual, certain match cuts involve the fluid transition of audio, where sounds from different sources merge into one indistinguishable transition between two shots. In this paper, we explore the ability to automatically find and create "audio match cuts" within videos and movies. We create a self-supervised audio representation for audio match cutting and develop a coarse-to-fine audio match pipeline that recommends matching shots and creates the blended audio. We further annotate a dataset for the proposed audio match cut task and compare the ability of multiple audio representations to find audio match cut candidates. Finally, we evaluate multiple methods to blend two matching audio candidates with the goal of creating a smooth transition. Project page and examples are available at: https://denfed.github.io/audiomatchcut/
1000 African Voices: Advancing inclusive multi-speaker multi-accent speech synthesis
Recent advances in speech synthesis have enabled many useful applications like audio directions in Google Maps, screen readers, and automated content generation on platforms like TikTok. However, these systems are mostly dominated by voices sourced from data-rich geographies with personas representative of their source data. Although 3000 of the world's languages are domiciled in Africa, African voices and personas are under-represented in these systems. As speech synthesis becomes increasingly democratized, it is desirable to increase the representation of African English accents. We present Afro-TTS, the first pan-African accented English speech synthesis system able to generate speech in 86 African accents, with 1000 personas representing the rich phonological diversity across the continent for downstream application in Education, Public Health, and Automated Content Creation. Speaker interpolation retains naturalness and accentedness, enabling the creation of new voices.
Melody Is All You Need For Music Generation
We present the Melody Guided Music Generation (MMGen) model, the first novel approach using melody to guide the music generation that, despite a pretty simple method and extremely limited resources, achieves excellent performance. Specifically, we first align the melody with audio waveforms and their associated descriptions using the multimodal alignment module. Subsequently, we condition the diffusion module on the learned melody representations. This allows MMGen to generate music that matches the style of the provided audio while also producing music that reflects the content of the given text description. To address the scarcity of high-quality data, we construct a multi-modal dataset, MusicSet, which includes melody, text, and audio, and will be made publicly available. We conduct extensive experiments which demonstrate the superiority of the proposed model both in terms of experimental metrics and actual performance quality.
SpeechAgents: Human-Communication Simulation with Multi-Modal Multi-Agent Systems
Human communication is a complex and diverse process that not only involves multiple factors such as language, commonsense, and cultural backgrounds but also requires the participation of multimodal information, such as speech. Large Language Model (LLM)-based multi-agent systems have demonstrated promising performance in simulating human society. Can we leverage LLM-based multi-agent systems to simulate human communication? However, current LLM-based multi-agent systems mainly rely on text as the primary medium. In this paper, we propose SpeechAgents, a multi-modal LLM based multi-agent system designed for simulating human communication. SpeechAgents utilizes multi-modal LLM as the control center for individual agent and employes multi-modal signals as the medium for exchanged messages among agents. Additionally, we propose Multi-Agent Tuning to enhance the multi-agent capabilities of LLM without compromising general abilities. To strengthen and evaluate the effectiveness of human communication simulation, we build the Human-Communication Simulation Benchmark. Experimental results demonstrate that SpeechAgents can simulate human communication dialogues with consistent content, authentic rhythm, and rich emotions and demonstrate excellent scalability even with up to 25 agents, which can apply to tasks such as drama creation and audio novels generation. Code and models will be open-sourced at https://github. com/0nutation/SpeechAgents
Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content and better represent the emotion expressed by the input speech. Our project website is amuse.is.tue.mpg.de.
ViT-TTS: Visual Text-to-Speech with Scalable Diffusion Transformer
Text-to-speech(TTS) has undergone remarkable improvements in performance, particularly with the advent of Denoising Diffusion Probabilistic Models (DDPMs). However, the perceived quality of audio depends not solely on its content, pitch, rhythm, and energy, but also on the physical environment. In this work, we propose ViT-TTS, the first visual TTS model with scalable diffusion transformers. ViT-TTS complement the phoneme sequence with the visual information to generate high-perceived audio, opening up new avenues for practical applications of AR and VR to allow a more immersive and realistic audio experience. To mitigate the data scarcity in learning visual acoustic information, we 1) introduce a self-supervised learning framework to enhance both the visual-text encoder and denoiser decoder; 2) leverage the diffusion transformer scalable in terms of parameters and capacity to learn visual scene information. Experimental results demonstrate that ViT-TTS achieves new state-of-the-art results, outperforming cascaded systems and other baselines regardless of the visibility of the scene. With low-resource data (1h, 2h, 5h), ViT-TTS achieves comparative results with rich-resource baselines.~Audio samples are available at \url{https://ViT-TTS.github.io/.}
FoleyCrafter: Bring Silent Videos to Life with Lifelike and Synchronized Sounds
We study Neural Foley, the automatic generation of high-quality sound effects synchronizing with videos, enabling an immersive audio-visual experience. Despite its wide range of applications, existing approaches encounter limitations when it comes to simultaneously synthesizing high-quality and video-aligned (i.e.,, semantic relevant and temporal synchronized) sounds. To overcome these limitations, we propose FoleyCrafter, a novel framework that leverages a pre-trained text-to-audio model to ensure high-quality audio generation. FoleyCrafter comprises two key components: the semantic adapter for semantic alignment and the temporal controller for precise audio-video synchronization. The semantic adapter utilizes parallel cross-attention layers to condition audio generation on video features, producing realistic sound effects that are semantically relevant to the visual content. Meanwhile, the temporal controller incorporates an onset detector and a timestampbased adapter to achieve precise audio-video alignment. One notable advantage of FoleyCrafter is its compatibility with text prompts, enabling the use of text descriptions to achieve controllable and diverse video-to-audio generation according to user intents. We conduct extensive quantitative and qualitative experiments on standard benchmarks to verify the effectiveness of FoleyCrafter. Models and codes are available at https://github.com/open-mmlab/FoleyCrafter.
A Suite for Acoustic Language Model Evaluation
Speech language models have recently demonstrated great potential as universal speech processing systems. Such models have the ability to model the rich acoustic information existing in audio signals, beyond spoken content, such as emotion, background noise, etc. Despite this, evaluation benchmarks which evaluate awareness to a wide range of acoustic aspects, are lacking. To help bridge this gap, we introduce SALMon, a novel evaluation suite encompassing background noise, emotion, speaker identity and room impulse response. The proposed benchmarks both evaluate the consistency of the inspected element and how much it matches the spoken text. We follow a modelling based approach, measuring whether a model gives correct samples higher scores than incorrect ones. This approach makes the benchmark fast to compute even for large models. We evaluated several speech language models on SALMon, thus highlighting the strengths and weaknesses of each evaluated method. Code and data are publicly available at https://pages.cs.huji.ac.il/adiyoss-lab/salmon/ .
Native vs Non-Native Language Prompting: A Comparative Analysis
Large language models (LLMs) have shown remarkable abilities in different fields, including standard Natural Language Processing (NLP) tasks. To elicit knowledge from LLMs, prompts play a key role, consisting of natural language instructions. Most open and closed source LLMs are trained on available labeled and unlabeled resources--digital content such as text, images, audio, and videos. Hence, these models have better knowledge for high-resourced languages but struggle with low-resourced languages. Since prompts play a crucial role in understanding their capabilities, the language used for prompts remains an important research question. Although there has been significant research in this area, it is still limited, and less has been explored for medium to low-resourced languages. In this study, we investigate different prompting strategies (native vs. non-native) on 11 different NLP tasks associated with 12 different Arabic datasets (9.7K data points). In total, we conducted 197 experiments involving 3 LLMs, 12 datasets, and 3 prompting strategies. Our findings suggest that, on average, the non-native prompt performs the best, followed by mixed and native prompts.
MLLM Is a Strong Reranker: Advancing Multimodal Retrieval-augmented Generation via Knowledge-enhanced Reranking and Noise-injected Training
Multimodal Large Language Models (MLLMs) have demonstrated remarkable capabilities in processing and generating content across multiple data modalities, including text, images, audio, and video. However, a significant drawback of MLLMs is their reliance on static training data, leading to outdated information and limited contextual awareness. This static nature hampers their ability to provide accurate, up-to-date responses, particularly in dynamic or rapidly evolving contexts. Integrating Multimodal Retrieval-augmented Generation (Multimodal RAG) offers a promising solution, but the system would inevitably encounter the multi-granularity noisy correspondence (MNC) problem, which involves two types of noise: coarse-grained (query-caption) and fine-grained (query-image). This noise hinders accurate retrieval and generation. In this work, we propose RagLLaVA, a novel framework with knowledge-enhanced reranking and noise-injected training, to address these limitations. We instruction-tune the MLLM with a simple yet effective instruction template to induce its ranking ability and serve it as a reranker to precisely filter the top-k retrieved images. For generation, we inject visual noise during training at the data and token levels to enhance the generator's robustness. Extensive experiments are conducted on the subsets of two datasets that require retrieving and reasoning over images to answer a given query. Our results demonstrate the superiority of RagLLaVA in retrieving accurately and generating robustly. Code and models are available at https://github.com/IDEA-FinAI/RagLLaVA.
Memories are One-to-Many Mapping Alleviators in Talking Face Generation
Talking face generation aims at generating photo-realistic video portraits of a target person driven by input audio. Due to its nature of one-to-many mapping from the input audio to the output video (e.g., one speech content may have multiple feasible visual appearances), learning a deterministic mapping like previous works brings ambiguity during training, and thus causes inferior visual results. Although this one-to-many mapping could be alleviated in part by a two-stage framework (i.e., an audio-to-expression model followed by a neural-rendering model), it is still insufficient since the prediction is produced without enough information (e.g., emotions, wrinkles, etc.). In this paper, we propose MemFace to complement the missing information with an implicit memory and an explicit memory that follow the sense of the two stages respectively. More specifically, the implicit memory is employed in the audio-to-expression model to capture high-level semantics in the audio-expression shared space, while the explicit memory is employed in the neural-rendering model to help synthesize pixel-level details. Our experimental results show that our proposed MemFace surpasses all the state-of-the-art results across multiple scenarios consistently and significantly.
Making Flow-Matching-Based Zero-Shot Text-to-Speech Laugh as You Like
Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples.
Generative AI
The term "generative AI" refers to computational techniques that are capable of generating seemingly new, meaningful content such as text, images, or audio from training data. The widespread diffusion of this technology with examples such as Dall-E 2, GPT-4, and Copilot is currently revolutionizing the way we work and communicate with each other. In this article, we provide a conceptualization of generative AI as an entity in socio-technical systems and provide examples of models, systems, and applications. Based on that, we introduce limitations of current generative AI and provide an agenda for Business & Information Systems Engineering (BISE) research. Different from previous works, we focus on generative AI in the context of information systems, and, to this end, we discuss several opportunities and challenges that are unique to the BISE community and make suggestions for impactful directions for BISE research.
VidMuse: A Simple Video-to-Music Generation Framework with Long-Short-Term Modeling
In this work, we systematically study music generation conditioned solely on the video. First, we present a large-scale dataset comprising 360K video-music pairs, including various genres such as movie trailers, advertisements, and documentaries. Furthermore, we propose VidMuse, a simple framework for generating music aligned with video inputs. VidMuse stands out by producing high-fidelity music that is both acoustically and semantically aligned with the video. By incorporating local and global visual cues, VidMuse enables the creation of musically coherent audio tracks that consistently match the video content through Long-Short-Term modeling. Through extensive experiments, VidMuse outperforms existing models in terms of audio quality, diversity, and audio-visual alignment. The code and datasets will be available at https://github.com/ZeyueT/VidMuse/.
Randomized Quantization: A Generic Augmentation for Data Agnostic Self-supervised Learning
Self-supervised representation learning follows a paradigm of withholding some part of the data and tasking the network to predict it from the remaining part. Among many techniques, data augmentation lies at the core for creating the information gap. Towards this end, masking has emerged as a generic and powerful tool where content is withheld along the sequential dimension, e.g., spatial in images, temporal in audio, and syntactic in language. In this paper, we explore the orthogonal channel dimension for generic data augmentation by exploiting precision redundancy. The data for each channel is quantized through a non-uniform quantizer, with the quantized value sampled randomly within randomly sampled quantization bins. From another perspective, quantization is analogous to channel-wise masking, as it removes the information within each bin, but preserves the information across bins. Our approach significantly surpasses existing generic data augmentation methods, while showing on par performance against modality-specific augmentations. We comprehensively evaluate our approach on vision, audio, 3D point clouds, as well as the DABS benchmark which is comprised of various data modalities. The code is available at https: //github.com/microsoft/random_quantize.
A Novel Multimodal Music Genre Classifier using Hierarchical Attention and Convolutional Neural Network
Music genre classification is one of the trending topics in regards to the current Music Information Retrieval (MIR) Research. Since, the dependency of genre is not only limited to the audio profile, we also make use of textual content provided as lyrics of the corresponding song. We implemented a CNN based feature extractor for spectrograms in order to incorporate the acoustic features and a Hierarchical Attention Network based feature extractor for lyrics. We then go on to classify the music track based upon the resulting fused feature vector.
KunquDB: An Attempt for Speaker Verification in the Chinese Opera Scenario
This work aims to promote Chinese opera research in both musical and speech domains, with a primary focus on overcoming the data limitations. We introduce KunquDB, a relatively large-scale, well-annotated audio-visual dataset comprising 339 speakers and 128 hours of content. Originating from the Kunqu Opera Art Canon (Kunqu yishu dadian), KunquDB is meticulously structured by dialogue lines, providing explicit annotations including character names, speaker names, gender information, vocal manner classifications, and accompanied by preliminary text transcriptions. KunquDB provides a versatile foundation for role-centric acoustic studies and advancements in speech-related research, including Automatic Speaker Verification (ASV). Beyond enriching opera research, this dataset bridges the gap between artistic expression and technological innovation. Pioneering the exploration of ASV in Chinese opera, we construct four test trials considering two distinct vocal manners in opera voices: stage speech (ST) and singing (S). Implementing domain adaptation methods effectively mitigates domain mismatches induced by these vocal manner variations while there is still room for further improvement as a benchmark.
Audio Prompt Adapter: Unleashing Music Editing Abilities for Text-to-Music with Lightweight Finetuning
Text-to-music models allow users to generate nearly realistic musical audio with textual commands. However, editing music audios remains challenging due to the conflicting desiderata of performing fine-grained alterations on the audio while maintaining a simple user interface. To address this challenge, we propose Audio Prompt Adapter (or AP-Adapter), a lightweight addition to pretrained text-to-music models. We utilize AudioMAE to extract features from the input audio, and construct attention-based adapters to feedthese features into the internal layers of AudioLDM2, a diffusion-based text-to-music model. With 22M trainable parameters, AP-Adapter empowers users to harness both global (e.g., genre and timbre) and local (e.g., melody) aspects of music, using the original audio and a short text as inputs. Through objective and subjective studies, we evaluate AP-Adapter on three tasks: timbre transfer, genre transfer, and accompaniment generation. Additionally, we demonstrate its effectiveness on out-of-domain audios containing unseen instruments during training.
FireRedTTS: A Foundation Text-To-Speech Framework for Industry-Level Generative Speech Applications
This work proposes FireRedTTS, a foundation text-to-speech framework, to meet the growing demands for personalized and diverse generative speech applications. The framework comprises three parts: data processing, foundation system, and downstream applications. First, we comprehensively present our data processing pipeline, which transforms massive raw audio into a large-scale high-quality TTS dataset with rich annotations and a wide coverage of content, speaking style, and timbre. Then, we propose a language-model-based foundation TTS system. The speech signal is compressed into discrete semantic tokens via a semantic-aware speech tokenizer, and can be generated by a language model from the prompt text and audio. Then, a two-stage waveform generator is proposed to decode them to the high-fidelity waveform. We present two applications of this system: voice cloning for dubbing and human-like speech generation for chatbots. The experimental results demonstrate the solid in-context learning capability of FireRedTTS, which can stably synthesize high-quality speech consistent with the prompt text and audio. For dubbing, FireRedTTS can clone target voices in a zero-shot way for the UGC scenario and adapt to studio-level expressive voice characters in the PUGC scenario via few-shot fine-tuning with 1-hour recording. Moreover, FireRedTTS achieves controllable human-like speech generation in a casual style with paralinguistic behaviors and emotions via instruction tuning, to better serve spoken chatbots.
Empowering Low-Resource Language ASR via Large-Scale Pseudo Labeling
In this study, we tackle the challenge of limited labeled data for low-resource languages in ASR, focusing on Hindi. Specifically, we explore pseudo-labeling, by proposing a generic framework combining multiple ideas from existing works. Our framework integrates multiple base models for transcription and evaluators for assessing audio-transcript pairs, resulting in robust pseudo-labeling for low resource languages. We validate our approach with a new benchmark, IndicYT, comprising diverse YouTube audio files from multiple content categories. Our findings show that augmenting pseudo labeled data from YouTube with existing training data leads to significant performance improvements on IndicYT, without affecting performance on out-of-domain benchmarks, demonstrating the efficacy of pseudo-labeled data in enhancing ASR capabilities for low-resource languages. The benchmark, code and models developed as a part of this work will be made publicly available.
VCR: Video representation for Contextual Retrieval
Streamlining content discovery within media archives requires integrating advanced data representations and effective visualization techniques for clear communication of video topics to users. The proposed system addresses the challenge of efficiently navigating large video collections by exploiting a fusion of visual, audio, and textual features to accurately index and categorize video content through a text-based method. Additionally, semantic embeddings are employed to provide contextually relevant information and recommendations to users, resulting in an intuitive and engaging exploratory experience over our topics ontology map using OpenAI GPT-4.
AesopAgent: Agent-driven Evolutionary System on Story-to-Video Production
The Agent and AIGC (Artificial Intelligence Generated Content) technologies have recently made significant progress. We propose AesopAgent, an Agent-driven Evolutionary System on Story-to-Video Production. AesopAgent is a practical application of agent technology for multimodal content generation. The system integrates multiple generative capabilities within a unified framework, so that individual users can leverage these modules easily. This innovative system would convert user story proposals into scripts, images, and audio, and then integrate these multimodal contents into videos. Additionally, the animating units (e.g., Gen-2 and Sora) could make the videos more infectious. The AesopAgent system could orchestrate task workflow for video generation, ensuring that the generated video is both rich in content and coherent. This system mainly contains two layers, i.e., the Horizontal Layer and the Utility Layer. In the Horizontal Layer, we introduce a novel RAG-based evolutionary system that optimizes the whole video generation workflow and the steps within the workflow. It continuously evolves and iteratively optimizes workflow by accumulating expert experience and professional knowledge, including optimizing the LLM prompts and utilities usage. The Utility Layer provides multiple utilities, leading to consistent image generation that is visually coherent in terms of composition, characters, and style. Meanwhile, it provides audio and special effects, integrating them into expressive and logically arranged videos. Overall, our AesopAgent achieves state-of-the-art performance compared with many previous works in visual storytelling. Our AesopAgent is designed for convenient service for individual users, which is available on the following page: https://aesopai.github.io/.
On The Open Prompt Challenge In Conditional Audio Generation
Text-to-audio generation (TTA) produces audio from a text description, learning from pairs of audio samples and hand-annotated text. However, commercializing audio generation is challenging as user-input prompts are often under-specified when compared to text descriptions used to train TTA models. In this work, we treat TTA models as a ``blackbox'' and address the user prompt challenge with two key insights: (1) User prompts are generally under-specified, leading to a large alignment gap between user prompts and training prompts. (2) There is a distribution of audio descriptions for which TTA models are better at generating higher quality audio, which we refer to as ``audionese''. To this end, we rewrite prompts with instruction-tuned models and propose utilizing text-audio alignment as feedback signals via margin ranking learning for audio improvements. On both objective and subjective human evaluations, we observed marked improvements in both text-audio alignment and music audio quality.
Ada-TTA: Towards Adaptive High-Quality Text-to-Talking Avatar Synthesis
We are interested in a novel task, namely low-resource text-to-talking avatar. Given only a few-minute-long talking person video with the audio track as the training data and arbitrary texts as the driving input, we aim to synthesize high-quality talking portrait videos corresponding to the input text. This task has broad application prospects in the digital human industry but has not been technically achieved yet due to two challenges: (1) It is challenging to mimic the timbre from out-of-domain audio for a traditional multi-speaker Text-to-Speech system. (2) It is hard to render high-fidelity and lip-synchronized talking avatars with limited training data. In this paper, we introduce Adaptive Text-to-Talking Avatar (Ada-TTA), which (1) designs a generic zero-shot multi-speaker TTS model that well disentangles the text content, timbre, and prosody; and (2) embraces recent advances in neural rendering to achieve realistic audio-driven talking face video generation. With these designs, our method overcomes the aforementioned two challenges and achieves to generate identity-preserving speech and realistic talking person video. Experiments demonstrate that our method could synthesize realistic, identity-preserving, and audio-visual synchronized talking avatar videos.
Representation, Exploration and Recommendation of Music Playlists
Playlists have become a significant part of our listening experience because of the digital cloud-based services such as Spotify, Pandora, Apple Music. Owing to the meteoric rise in the usage of playlists, recommending playlists is crucial to music services today. Although there has been a lot of work done in playlist prediction, the area of playlist representation hasn't received that level of attention. Over the last few years, sequence-to-sequence models, especially in the field of natural language processing, have shown the effectiveness of learned embeddings in capturing the semantic characteristics of sequences. We can apply similar concepts to music to learn fixed length representations for playlists and use those representations for downstream tasks such as playlist discovery, browsing, and recommendation. In this work, we formulate the problem of learning a fixed-length playlist representation in an unsupervised manner, using Sequence-to-sequence (Seq2seq) models, interpreting playlists as sentences and songs as words. We compare our model with two other encoding architectures for baseline comparison. We evaluate our work using the suite of tasks commonly used for assessing sentence embeddings, along with a few additional tasks pertaining to music, and a recommendation task to study the traits captured by the playlist embeddings and their effectiveness for the purpose of music recommendation.
Can CLIP Help Sound Source Localization?
Large-scale pre-trained image-text models demonstrate remarkable versatility across diverse tasks, benefiting from their robust representational capabilities and effective multimodal alignment. We extend the application of these models, specifically CLIP, to the domain of sound source localization. Unlike conventional approaches, we employ the pre-trained CLIP model without explicit text input, relying solely on the audio-visual correspondence. To this end, we introduce a framework that translates audio signals into tokens compatible with CLIP's text encoder, yielding audio-driven embeddings. By directly using these embeddings, our method generates audio-grounded masks for the provided audio, extracts audio-grounded image features from the highlighted regions, and aligns them with the audio-driven embeddings using the audio-visual correspondence objective. Our findings suggest that utilizing pre-trained image-text models enable our model to generate more complete and compact localization maps for the sounding objects. Extensive experiments show that our method outperforms state-of-the-art approaches by a significant margin.
SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley Synthesis
Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility
A Whisper transformer for audio captioning trained with synthetic captions and transfer learning
The field of audio captioning has seen significant advancements in recent years, driven by the availability of large-scale audio datasets and advancements in deep learning techniques. In this technical report, we present our approach to audio captioning, focusing on the use of a pretrained speech-to-text Whisper model and pretraining on synthetic captions. We discuss our training procedures and present our experiments' results, which include model size variations, dataset mixtures, and other hyperparameters. Our findings demonstrate the impact of different training strategies on the performance of the audio captioning model. Our code and trained models are publicly available on GitHub and Hugging Face Hub.
SoloAudio: Target Sound Extraction with Language-oriented Audio Diffusion Transformer
In this paper, we introduce SoloAudio, a novel diffusion-based generative model for target sound extraction (TSE). Our approach trains latent diffusion models on audio, replacing the previous U-Net backbone with a skip-connected Transformer that operates on latent features. SoloAudio supports both audio-oriented and language-oriented TSE by utilizing a CLAP model as the feature extractor for target sounds. Furthermore, SoloAudio leverages synthetic audio generated by state-of-the-art text-to-audio models for training, demonstrating strong generalization to out-of-domain data and unseen sound events. We evaluate this approach on the FSD Kaggle 2018 mixture dataset and real data from AudioSet, where SoloAudio achieves the state-of-the-art results on both in-domain and out-of-domain data, and exhibits impressive zero-shot and few-shot capabilities. Source code and demos are released.
WavCaps: A ChatGPT-Assisted Weakly-Labelled Audio Captioning Dataset for Audio-Language Multimodal Research
The advancement of audio-language (AL) multimodal learning tasks has been significant in recent years. However, researchers face challenges due to the costly and time-consuming collection process of existing audio-language datasets, which are limited in size. To address this data scarcity issue, we introduce WavCaps, the first large-scale weakly-labelled audio captioning dataset, comprising approximately 400k audio clips with paired captions. We sourced audio clips and their raw descriptions from web sources and a sound event detection dataset. However, the online-harvested raw descriptions are highly noisy and unsuitable for direct use in tasks such as automated audio captioning. To overcome this issue, we propose a three-stage processing pipeline for filtering noisy data and generating high-quality captions, where ChatGPT, a large language model, is leveraged to filter and transform raw descriptions automatically. We conduct a comprehensive analysis of the characteristics of WavCaps dataset and evaluate it on multiple downstream audio-language multimodal learning tasks. The systems trained on WavCaps outperform previous state-of-the-art (SOTA) models by a significant margin. Our aspiration is for the WavCaps dataset we have proposed to facilitate research in audio-language multimodal learning and demonstrate the potential of utilizing ChatGPT to enhance academic research. Our dataset and codes are available at https://github.com/XinhaoMei/WavCaps.
Qwen-Audio: Advancing Universal Audio Understanding via Unified Large-Scale Audio-Language Models
Recently, instruction-following audio-language models have received broad attention for audio interaction with humans. However, the absence of pre-trained audio models capable of handling diverse audio types and tasks has hindered progress in this field. Consequently, most existing works have only been able to support a limited range of interaction capabilities. In this paper, we develop the Qwen-Audio model and address this limitation by scaling up audio-language pre-training to cover over 30 tasks and various audio types, such as human speech, natural sounds, music, and songs, to facilitate universal audio understanding abilities. However, directly co-training all tasks and datasets can lead to interference issues, as the textual labels associated with different datasets exhibit considerable variations due to differences in task focus, language, granularity of annotation, and text structure. To overcome the one-to-many interference, we carefully design a multi-task training framework by conditioning on a sequence of hierarchical tags to the decoder for encouraging knowledge sharing and avoiding interference through shared and specified tags respectively. Remarkably, Qwen-Audio achieves impressive performance across diverse benchmark tasks without requiring any task-specific fine-tuning, surpassing its counterparts. Building upon the capabilities of Qwen-Audio, we further develop Qwen-Audio-Chat, which allows for input from various audios and text inputs, enabling multi-turn dialogues and supporting various audio-central scenarios.
Language-Guided Music Recommendation for Video via Prompt Analogies
We propose a method to recommend music for an input video while allowing a user to guide music selection with free-form natural language. A key challenge of this problem setting is that existing music video datasets provide the needed (video, music) training pairs, but lack text descriptions of the music. This work addresses this challenge with the following three contributions. First, we propose a text-synthesis approach that relies on an analogy-based prompting procedure to generate natural language music descriptions from a large-scale language model (BLOOM-176B) given pre-trained music tagger outputs and a small number of human text descriptions. Second, we use these synthesized music descriptions to train a new trimodal model, which fuses text and video input representations to query music samples. For training, we introduce a text dropout regularization mechanism which we show is critical to model performance. Our model design allows for the retrieved music audio to agree with the two input modalities by matching visual style depicted in the video and musical genre, mood, or instrumentation described in the natural language query. Third, to evaluate our approach, we collect a testing dataset for our problem by annotating a subset of 4k clips from the YT8M-MusicVideo dataset with natural language music descriptions which we make publicly available. We show that our approach can match or exceed the performance of prior methods on video-to-music retrieval while significantly improving retrieval accuracy when using text guidance.
MMAU: A Massive Multi-Task Audio Understanding and Reasoning Benchmark
The ability to comprehend audio--which includes speech, non-speech sounds, and music--is crucial for AI agents to interact effectively with the world. We present MMAU, a novel benchmark designed to evaluate multimodal audio understanding models on tasks requiring expert-level knowledge and complex reasoning. MMAU comprises 10k carefully curated audio clips paired with human-annotated natural language questions and answers spanning speech, environmental sounds, and music. It includes information extraction and reasoning questions, requiring models to demonstrate 27 distinct skills across unique and challenging tasks. Unlike existing benchmarks, MMAU emphasizes advanced perception and reasoning with domain-specific knowledge, challenging models to tackle tasks akin to those faced by experts. We assess 18 open-source and proprietary (Large) Audio-Language Models, demonstrating the significant challenges posed by MMAU. Notably, even the most advanced Gemini Pro v1.5 achieves only 52.97% accuracy, and the state-of-the-art open-source Qwen2-Audio achieves only 52.50%, highlighting considerable room for improvement. We believe MMAU will drive the audio and multimodal research community to develop more advanced audio understanding models capable of solving complex audio tasks.
STA-V2A: Video-to-Audio Generation with Semantic and Temporal Alignment
Visual and auditory perception are two crucial ways humans experience the world. Text-to-video generation has made remarkable progress over the past year, but the absence of harmonious audio in generated video limits its broader applications. In this paper, we propose Semantic and Temporal Aligned Video-to-Audio (STA-V2A), an approach that enhances audio generation from videos by extracting both local temporal and global semantic video features and combining these refined video features with text as cross-modal guidance. To address the issue of information redundancy in videos, we propose an onset prediction pretext task for local temporal feature extraction and an attentive pooling module for global semantic feature extraction. To supplement the insufficient semantic information in videos, we propose a Latent Diffusion Model with Text-to-Audio priors initialization and cross-modal guidance. We also introduce Audio-Audio Align, a new metric to assess audio-temporal alignment. Subjective and objective metrics demonstrate that our method surpasses existing Video-to-Audio models in generating audio with better quality, semantic consistency, and temporal alignment. The ablation experiment validated the effectiveness of each module. Audio samples are available at https://y-ren16.github.io/STAV2A.
VinTAGe: Joint Video and Text Conditioning for Holistic Audio Generation
Recent advances in audio generation have focused on text-to-audio (T2A) and video-to-audio (V2A) tasks. However, T2A or V2A methods cannot generate holistic sounds (onscreen and off-screen). This is because T2A cannot generate sounds aligning with onscreen objects, while V2A cannot generate semantically complete (offscreen sounds missing). In this work, we address the task of holistic audio generation: given a video and a text prompt, we aim to generate both onscreen and offscreen sounds that are temporally synchronized with the video and semantically aligned with text and video. Previous approaches for joint text and video-to-audio generation often suffer from modality bias, favoring one modality over the other. To overcome this limitation, we introduce VinTAGe, a flow-based transformer model that jointly considers text and video to guide audio generation. Our framework comprises two key components: a Visual-Text Encoder and a Joint VT-SiT model. To reduce modality bias and improve generation quality, we employ pretrained uni-modal text-to-audio and video-to-audio generation models for additional guidance. Due to the lack of appropriate benchmarks, we also introduce VinTAGe-Bench, a dataset of 636 video-text-audio pairs containing both onscreen and offscreen sounds. Our comprehensive experiments on VinTAGe-Bench demonstrate that joint text and visual interaction is necessary for holistic audio generation. Furthermore, VinTAGe achieves state-of-the-art results on the VGGSound benchmark. Our source code and pre-trained models will be released. Demo is available at: https://www.youtube.com/watch?v=QmqWhUjPkJI.
VGGSound: A Large-scale Audio-Visual Dataset
Our goal is to collect a large-scale audio-visual dataset with low label noise from videos in the wild using computer vision techniques. The resulting dataset can be used for training and evaluating audio recognition models. We make three contributions. First, we propose a scalable pipeline based on computer vision techniques to create an audio dataset from open-source media. Our pipeline involves obtaining videos from YouTube; using image classification algorithms to localize audio-visual correspondence; and filtering out ambient noise using audio verification. Second, we use this pipeline to curate the VGGSound dataset consisting of more than 210k videos for 310 audio classes. Third, we investigate various Convolutional Neural Network~(CNN) architectures and aggregation approaches to establish audio recognition baselines for our new dataset. Compared to existing audio datasets, VGGSound ensures audio-visual correspondence and is collected under unconstrained conditions. Code and the dataset are available at http://www.robots.ox.ac.uk/~vgg/data/vggsound/
Natural Language Supervision for General-Purpose Audio Representations
Audio-Language models jointly learn multimodal text and audio representations that enable Zero-Shot inference. Models rely on the encoders to create powerful representations of the input and generalize to multiple tasks ranging from sounds, music, and speech. Although models have achieved remarkable performance, there is still a performance gap with task-specific models. In this paper, we propose a Contrastive Language-Audio Pretraining model that is pretrained with a diverse collection of 4.6M audio-text pairs employing two innovative encoders for Zero-Shot inference. To learn audio representations, we trained an audio encoder on 22 audio tasks, instead of the standard training of sound event classification. To learn language representations, we trained an autoregressive decoder-only model instead of the standard encoder-only models. Then, the audio and language representations are brought into a joint multimodal space using Contrastive Learning. We used our encoders to improve the downstream performance by a margin. We extensively evaluated the generalization of our representations on 26 downstream tasks, the largest in the literature. Our model achieves state of the art results in several tasks leading the way towards general-purpose audio representations.
AudioCLIP: Extending CLIP to Image, Text and Audio
In the past, the rapidly evolving field of sound classification greatly benefited from the application of methods from other domains. Today, we observe the trend to fuse domain-specific tasks and approaches together, which provides the community with new outstanding models. In this work, we present an extension of the CLIP model that handles audio in addition to text and images. Our proposed model incorporates the ESResNeXt audio-model into the CLIP framework using the AudioSet dataset. Such a combination enables the proposed model to perform bimodal and unimodal classification and querying, while keeping CLIP's ability to generalize to unseen datasets in a zero-shot inference fashion. AudioCLIP achieves new state-of-the-art results in the Environmental Sound Classification (ESC) task, out-performing other approaches by reaching accuracies of 90.07% on the UrbanSound8K and 97.15% on the ESC-50 datasets. Further it sets new baselines in the zero-shot ESC-task on the same datasets (68.78% and 69.40%, respectively). Finally, we also assess the cross-modal querying performance of the proposed model as well as the influence of full and partial training on the results. For the sake of reproducibility, our code is published.
AUDIT: Audio Editing by Following Instructions with Latent Diffusion Models
Audio editing is applicable for various purposes, such as adding background sound effects, replacing a musical instrument, and repairing damaged audio. Recently, some diffusion-based methods achieved zero-shot audio editing by using a diffusion and denoising process conditioned on the text description of the output audio. However, these methods still have some problems: 1) they have not been trained on editing tasks and cannot ensure good editing effects; 2) they can erroneously modify audio segments that do not require editing; 3) they need a complete description of the output audio, which is not always available or necessary in practical scenarios. In this work, we propose AUDIT, an instruction-guided audio editing model based on latent diffusion models. Specifically, AUDIT has three main design features: 1) we construct triplet training data (instruction, input audio, output audio) for different audio editing tasks and train a diffusion model using instruction and input (to be edited) audio as conditions and generating output (edited) audio; 2) it can automatically learn to only modify segments that need to be edited by comparing the difference between the input and output audio; 3) it only needs edit instructions instead of full target audio descriptions as text input. AUDIT achieves state-of-the-art results in both objective and subjective metrics for several audio editing tasks (e.g., adding, dropping, replacement, inpainting, super-resolution). Demo samples are available at https://audit-demo.github.io/.
EgoSonics: Generating Synchronized Audio for Silent Egocentric Videos
We introduce EgoSonics, a method to generate semantically meaningful and synchronized audio tracks conditioned on silent egocentric videos. Generating audio for silent egocentric videos could open new applications in virtual reality, assistive technologies, or for augmenting existing datasets. Existing work has been limited to domains like speech, music, or impact sounds and cannot easily capture the broad range of audio frequencies found in egocentric videos. EgoSonics addresses these limitations by building on the strength of latent diffusion models for conditioned audio synthesis. We first encode and process audio and video data into a form that is suitable for generation. The encoded data is used to train our model to generate audio tracks that capture the semantics of the input video. Our proposed SyncroNet builds on top of ControlNet to provide control signals that enables temporal synchronization to the synthesized audio. Extensive evaluations show that our model outperforms existing work in audio quality, and in our newly proposed synchronization evaluation method. Furthermore, we demonstrate downstream applications of our model in improving video summarization.
FLAP: Fast Language-Audio Pre-training
We propose Fast Language-Audio Pre-training (FLAP), a self-supervised approach that efficiently and effectively learns aligned audio and language representations through masking, contrastive learning and reconstruction. For efficiency, FLAP randomly drops audio spectrogram tokens, focusing solely on the remaining ones for self-supervision. Through inter-modal contrastive learning, FLAP learns to align paired audio and text representations in a shared latent space. Notably, FLAP leverages multiple augmented views via masking for inter-modal contrast and learns to reconstruct the masked portion of audio tokens. Moreover, FLAP leverages large language models (LLMs) to augment the text inputs, contributing to improved performance. These approaches lead to more robust and informative audio-text representations, enabling FLAP to achieve state-of-the-art (SoTA) performance on audio-text retrieval tasks on AudioCaps (achieving 53.0% R@1) and Clotho (achieving 25.5% R@1).
Stable Audio Open
Open generative models are vitally important for the community, allowing for fine-tunes and serving as baselines when presenting new models. However, most current text-to-audio models are private and not accessible for artists and researchers to build upon. Here we describe the architecture and training process of a new open-weights text-to-audio model trained with Creative Commons data. Our evaluation shows that the model's performance is competitive with the state-of-the-art across various metrics. Notably, the reported FDopenl3 results (measuring the realism of the generations) showcase its potential for high-quality stereo sound synthesis at 44.1kHz.
AIR-Bench: Benchmarking Large Audio-Language Models via Generative Comprehension
Recently, instruction-following audio-language models have received broad attention for human-audio interaction. However, the absence of benchmarks capable of evaluating audio-centric interaction capabilities has impeded advancements in this field. Previous models primarily focus on assessing different fundamental tasks, such as Automatic Speech Recognition (ASR), and lack an assessment of the open-ended generative capabilities centered around audio. Thus, it is challenging to track the progression in the Large Audio-Language Models (LALMs) domain and to provide guidance for future improvement. In this paper, we introduce AIR-Bench (Audio InstRuction Benchmark), the first benchmark designed to evaluate the ability of LALMs to understand various types of audio signals (including human speech, natural sounds, and music), and furthermore, to interact with humans in the textual format. AIR-Bench encompasses two dimensions: foundation and chat benchmarks. The former consists of 19 tasks with approximately 19k single-choice questions, intending to inspect the basic single-task ability of LALMs. The latter one contains 2k instances of open-ended question-and-answer data, directly assessing the comprehension of the model on complex audio and its capacity to follow instructions. Both benchmarks require the model to generate hypotheses directly. We design a unified framework that leverages advanced language models, such as GPT-4, to evaluate the scores of generated hypotheses given the meta-information of the audio. Experimental results demonstrate a high level of consistency between GPT-4-based evaluation and human evaluation. By revealing the limitations of existing LALMs through evaluation results, AIR-Bench can provide insights into the direction of future research.
Audio-Language Models for Audio-Centric Tasks: A survey
Audio-Language Models (ALMs), which are trained on audio-text data, focus on the processing, understanding, and reasoning of sounds. Unlike traditional supervised learning approaches learning from predefined labels, ALMs utilize natural language as a supervision signal, which is more suitable for describing complex real-world audio recordings. ALMs demonstrate strong zero-shot capabilities and can be flexibly adapted to diverse downstream tasks. These strengths not only enhance the accuracy and generalization of audio processing tasks but also promote the development of models that more closely resemble human auditory perception and comprehension. Recent advances in ALMs have positioned them at the forefront of computer audition research, inspiring a surge of efforts to advance ALM technologies. Despite rapid progress in the field of ALMs, there is still a notable lack of systematic surveys that comprehensively organize and analyze developments. In this paper, we present a comprehensive review of ALMs with a focus on general audio tasks, aiming to fill this gap by providing a structured and holistic overview of ALMs. Specifically, we cover: (1) the background of computer audition and audio-language models; (2) the foundational aspects of ALMs, including prevalent network architectures, training objectives, and evaluation methods; (3) foundational pre-training and audio-language pre-training approaches; (4) task-specific fine-tuning, multi-task tuning and agent systems for downstream applications; (5) datasets and benchmarks; and (6) current challenges and future directions. Our review provides a clear technical roadmap for researchers to understand the development and future trends of existing technologies, offering valuable references for implementation in real-world scenarios.
AudioLDM: Text-to-Audio Generation with Latent Diffusion Models
Text-to-audio (TTA) system has recently gained attention for its ability to synthesize general audio based on text descriptions. However, previous studies in TTA have limited generation quality with high computational costs. In this study, we propose AudioLDM, a TTA system that is built on a latent space to learn the continuous audio representations from contrastive language-audio pretraining (CLAP) latents. The pretrained CLAP models enable us to train LDMs with audio embedding while providing text embedding as a condition during sampling. By learning the latent representations of audio signals and their compositions without modeling the cross-modal relationship, AudioLDM is advantageous in both generation quality and computational efficiency. Trained on AudioCaps with a single GPU, AudioLDM achieves state-of-the-art TTA performance measured by both objective and subjective metrics (e.g., frechet distance). Moreover, AudioLDM is the first TTA system that enables various text-guided audio manipulations (e.g., style transfer) in a zero-shot fashion. Our implementation and demos are available at https://audioldm.github.io.
Enriching Music Descriptions with a Finetuned-LLM and Metadata for Text-to-Music Retrieval
Text-to-Music Retrieval, finding music based on a given natural language query, plays a pivotal role in content discovery within extensive music databases. To address this challenge, prior research has predominantly focused on a joint embedding of music audio and text, utilizing it to retrieve music tracks that exactly match descriptive queries related to musical attributes (i.e. genre, instrument) and contextual elements (i.e. mood, theme). However, users also articulate a need to explore music that shares similarities with their favorite tracks or artists, such as I need a similar track to Superstition by Stevie Wonder. To address these concerns, this paper proposes an improved Text-to-Music Retrieval model, denoted as TTMR++, which utilizes rich text descriptions generated with a finetuned large language model and metadata. To accomplish this, we obtained various types of seed text from several existing music tag and caption datasets and a knowledge graph dataset of artists and tracks. The experimental results show the effectiveness of TTMR++ in comparison to state-of-the-art music-text joint embedding models through a comprehensive evaluation involving various musical text queries.
Movie Description
Audio Description (AD) provides linguistic descriptions of movies and allows visually impaired people to follow a movie along with their peers. Such descriptions are by design mainly visual and thus naturally form an interesting data source for computer vision and computational linguistics. In this work we propose a novel dataset which contains transcribed ADs, which are temporally aligned to full length movies. In addition we also collected and aligned movie scripts used in prior work and compare the two sources of descriptions. In total the Large Scale Movie Description Challenge (LSMDC) contains a parallel corpus of 118,114 sentences and video clips from 202 movies. First we characterize the dataset by benchmarking different approaches for generating video descriptions. Comparing ADs to scripts, we find that ADs are indeed more visual and describe precisely what is shown rather than what should happen according to the scripts created prior to movie production. Furthermore, we present and compare the results of several teams who participated in a challenge organized in the context of the workshop "Describing and Understanding Video & The Large Scale Movie Description Challenge (LSMDC)", at ICCV 2015.
Leveraging Synthetic Audio Data for End-to-End Low-Resource Speech Translation
This paper describes our system submission to the International Conference on Spoken Language Translation (IWSLT 2024) for Irish-to-English speech translation. We built end-to-end systems based on Whisper, and employed a number of data augmentation techniques, such as speech back-translation and noise augmentation. We investigate the effect of using synthetic audio data and discuss several methods for enriching signal diversity.
Wav2CLIP: Learning Robust Audio Representations From CLIP
We propose Wav2CLIP, a robust audio representation learning method by distilling from Contrastive Language-Image Pre-training (CLIP). We systematically evaluate Wav2CLIP on a variety of audio tasks including classification, retrieval, and generation, and show that Wav2CLIP can outperform several publicly available pre-trained audio representation algorithms. Wav2CLIP projects audio into a shared embedding space with images and text, which enables multimodal applications such as zero-shot classification, and cross-modal retrieval. Furthermore, Wav2CLIP needs just ~10% of the data to achieve competitive performance on downstream tasks compared with fully supervised models, and is more efficient to pre-train than competing methods as it does not require learning a visual model in concert with an auditory model. Finally, we demonstrate image generation from Wav2CLIP as qualitative assessment of the shared embedding space. Our code and model weights are open sourced and made available for further applications.
Taming Data and Transformers for Audio Generation
Generating ambient sounds and effects is a challenging problem due to data scarcity and often insufficient caption quality, making it difficult to employ large-scale generative models for the task. In this work, we tackle the problem by introducing two new models. First, we propose AutoCap, a high-quality and efficient automatic audio captioning model. We show that by leveraging metadata available with the audio modality, we can substantially improve the quality of captions. AutoCap reaches CIDEr score of 83.2, marking a 3.2% improvement from the best available captioning model at four times faster inference speed. We then use AutoCap to caption clips from existing datasets, obtaining 761,000 audio clips with high-quality captions, forming the largest available audio-text dataset. Second, we propose GenAu, a scalable transformer-based audio generation architecture that we scale up to 1.25B parameters and train with our new dataset. When compared to state-of-the-art audio generators, GenAu obtains significant improvements of 15.7% in FAD score, 22.7% in IS, and 13.5% in CLAP score, indicating significantly improved quality of generated audio compared to previous works. This shows that the quality of data is often as important as its quantity. Besides, since AutoCap is fully automatic, new audio samples can be added to the training dataset, unlocking the training of even larger generative models for audio synthesis.
Filtering Video Noise as Audio with Motion Detection to Form a Musical Instrument
Even though they differ in the physical domain, digital video and audio share many characteristics. Both are temporal data streams often stored in buffers with 8-bit values. This paper investigates a method for creating harmonic sounds with a video signal as input. A musical instrument is proposed, that utilizes video in both a sound synthesis method, and in a controller interface for selecting musical notes at specific velocities. The resulting instrument was informally determined by the author to sound both pleasant and interesting, but hard to control, and therefore suited for synth pad sounds.
MusicLM: Generating Music From Text
We introduce MusicLM, a model generating high-fidelity music from text descriptions such as "a calming violin melody backed by a distorted guitar riff". MusicLM casts the process of conditional music generation as a hierarchical sequence-to-sequence modeling task, and it generates music at 24 kHz that remains consistent over several minutes. Our experiments show that MusicLM outperforms previous systems both in audio quality and adherence to the text description. Moreover, we demonstrate that MusicLM can be conditioned on both text and a melody in that it can transform whistled and hummed melodies according to the style described in a text caption. To support future research, we publicly release MusicCaps, a dataset composed of 5.5k music-text pairs, with rich text descriptions provided by human experts.
Audio Watermarking with Error Correction
In recent times, communication through the internet has tremendously facilitated the distribution of multimedia data. Although this is indubitably a boon, one of its repercussions is that it has also given impetus to the notorious issue of online music piracy. Unethical attempts can also be made to deliberately alter such copyrighted data and thus, misuse it. Copyright violation by means of unauthorized distribution, as well as unauthorized tampering of copyrighted audio data is an important technological and research issue. Audio watermarking has been proposed as a solution to tackle this issue. The main purpose of audio watermarking is to protect against possible threats to the audio data and in case of copyright violation or unauthorized tampering, authenticity of such data can be disputed by virtue of audio watermarking.
Is my automatic audio captioning system so bad? spider-max: a metric to consider several caption candidates
Automatic Audio Captioning (AAC) is the task that aims to describe an audio signal using natural language. AAC systems take as input an audio signal and output a free-form text sentence, called a caption. Evaluating such systems is not trivial, since there are many ways to express the same idea. For this reason, several complementary metrics, such as BLEU, CIDEr, SPICE and SPIDEr, are used to compare a single automatic caption to one or several captions of reference, produced by a human annotator. Nevertheless, an automatic system can produce several caption candidates, either using some randomness in the sentence generation process, or by considering the various competing hypothesized captions during decoding with beam-search, for instance. If we consider an end-user of an AAC system, presenting several captions instead of a single one seems relevant to provide some diversity, similarly to information retrieval systems. In this work, we explore the possibility to consider several predicted captions in the evaluation process instead of one. For this purpose, we propose SPIDEr-max, a metric that takes the maximum SPIDEr value among the scores of several caption candidates. To advocate for our metric, we report experiments on Clotho v2.1 and AudioCaps, with a transformed-based system. On AudioCaps for example, this system reached a SPIDEr-max value (with 5 candidates) close to the SPIDEr human score of reference.
FALL-E: A Foley Sound Synthesis Model and Strategies
This paper introduces FALL-E, a foley synthesis system and its training/inference strategies. The FALL-E model employs a cascaded approach comprising low-resolution spectrogram generation, spectrogram super-resolution, and a vocoder. We trained every sound-related model from scratch using our extensive datasets, and utilized a pre-trained language model. We conditioned the model with dataset-specific texts, enabling it to learn sound quality and recording environment based on text input. Moreover, we leveraged external language models to improve text descriptions of our datasets and performed prompt engineering for quality, coherence, and diversity. FALL-E was evaluated by an objective measure as well as listening tests in the DCASE 2023 challenge Task 7. The submission achieved the second place on average, while achieving the best score for diversity, second place for audio quality, and third place for class fitness.
Large-Scale Automatic Audiobook Creation
An audiobook can dramatically improve a work of literature's accessibility and improve reader engagement. However, audiobooks can take hundreds of hours of human effort to create, edit, and publish. In this work, we present a system that can automatically generate high-quality audiobooks from online e-books. In particular, we leverage recent advances in neural text-to-speech to create and release thousands of human-quality, open-license audiobooks from the Project Gutenberg e-book collection. Our method can identify the proper subset of e-book content to read for a wide collection of diversely structured books and can operate on hundreds of books in parallel. Our system allows users to customize an audiobook's speaking speed and style, emotional intonation, and can even match a desired voice using a small amount of sample audio. This work contributed over five thousand open-license audiobooks and an interactive demo that allows users to quickly create their own customized audiobooks. To listen to the audiobook collection visit https://aka.ms/audiobook.
PodAgent: A Comprehensive Framework for Podcast Generation
Existing Existing automatic audio generation methods struggle to generate podcast-like audio programs effectively. The key challenges lie in in-depth content generation, appropriate and expressive voice production. This paper proposed PodAgent, a comprehensive framework for creating audio programs. PodAgent 1) generates informative topic-discussion content by designing a Host-Guest-Writer multi-agent collaboration system, 2) builds a voice pool for suitable voice-role matching and 3) utilizes LLM-enhanced speech synthesis method to generate expressive conversational speech. Given the absence of standardized evaluation criteria for podcast-like audio generation, we developed comprehensive assessment guidelines to effectively evaluate the model's performance. Experimental results demonstrate PodAgent's effectiveness, significantly surpassing direct GPT-4 generation in topic-discussion dialogue content, achieving an 87.4% voice-matching accuracy, and producing more expressive speech through LLM-guided synthesis. Demo page: https://podcast-agent.github.io/demo/. Source code: https://github.com/yujxx/PodAgent.
PromptTTS: Controllable Text-to-Speech with Text Descriptions
Using a text description as prompt to guide the generation of text or images (e.g., GPT-3 or DALLE-2) has drawn wide attention recently. Beyond text and image generation, in this work, we explore the possibility of utilizing text descriptions to guide speech synthesis. Thus, we develop a text-to-speech (TTS) system (dubbed as PromptTTS) that takes a prompt with both style and content descriptions as input to synthesize the corresponding speech. Specifically, PromptTTS consists of a style encoder and a content encoder to extract the corresponding representations from the prompt, and a speech decoder to synthesize speech according to the extracted style and content representations. Compared with previous works in controllable TTS that require users to have acoustic knowledge to understand style factors such as prosody and pitch, PromptTTS is more user-friendly since text descriptions are a more natural way to express speech style (e.g., ''A lady whispers to her friend slowly''). Given that there is no TTS dataset with prompts, to benchmark the task of PromptTTS, we construct and release a dataset containing prompts with style and content information and the corresponding speech. Experiments show that PromptTTS can generate speech with precise style control and high speech quality. Audio samples and our dataset are publicly available.
Taming Multimodal Joint Training for High-Quality Video-to-Audio Synthesis
We propose to synthesize high-quality and synchronized audio, given video and optional text conditions, using a novel multimodal joint training framework MMAudio. In contrast to single-modality training conditioned on (limited) video data only, MMAudio is jointly trained with larger-scale, readily available text-audio data to learn to generate semantically aligned high-quality audio samples. Additionally, we improve audio-visual synchrony with a conditional synchronization module that aligns video conditions with audio latents at the frame level. Trained with a flow matching objective, MMAudio achieves new video-to-audio state-of-the-art among public models in terms of audio quality, semantic alignment, and audio-visual synchronization, while having a low inference time (1.23s to generate an 8s clip) and just 157M parameters. MMAudio also achieves surprisingly competitive performance in text-to-audio generation, showing that joint training does not hinder single-modality performance. Code and demo are available at: https://hkchengrex.github.io/MMAudio
EnCLAP: Combining Neural Audio Codec and Audio-Text Joint Embedding for Automated Audio Captioning
We propose EnCLAP, a novel framework for automated audio captioning. EnCLAP employs two acoustic representation models, EnCodec and CLAP, along with a pretrained language model, BART. We also introduce a new training objective called masked codec modeling that improves acoustic awareness of the pretrained language model. Experimental results on AudioCaps and Clotho demonstrate that our model surpasses the performance of baseline models. Source code will be available at https://github.com/jaeyeonkim99/EnCLAP . An online demo is available at https://huggingface.co/spaces/enclap-team/enclap .
CLASP: Contrastive Language-Speech Pretraining for Multilingual Multimodal Information Retrieval
This study introduces CLASP (Contrastive Language-Speech Pretraining), a multilingual, multimodal representation tailored for audio-text information retrieval. CLASP leverages the synergy between spoken content and textual data. During training, we utilize our newly introduced speech-text dataset, which encompasses 15 diverse categories ranging from fiction to religion. CLASP's audio component integrates audio spectrograms with a pre-trained self-supervised speech model, while its language encoding counterpart employs a sentence encoder pre-trained on over 100 languages. This unified lightweight model bridges the gap between various modalities and languages, enhancing its effectiveness in handling and retrieving multilingual and multimodal data. Our evaluations across multiple languages demonstrate that CLASP establishes new benchmarks in HITS@1, MRR, and meanR metrics, outperforming traditional ASR-based retrieval approaches in specific scenarios.
Neural Audio Fingerprint for High-specific Audio Retrieval based on Contrastive Learning
Most of existing audio fingerprinting systems have limitations to be used for high-specific audio retrieval at scale. In this work, we generate a low-dimensional representation from a short unit segment of audio, and couple this fingerprint with a fast maximum inner-product search. To this end, we present a contrastive learning framework that derives from the segment-level search objective. Each update in training uses a batch consisting of a set of pseudo labels, randomly selected original samples, and their augmented replicas. These replicas can simulate the degrading effects on original audio signals by applying small time offsets and various types of distortions, such as background noise and room/microphone impulse responses. In the segment-level search task, where the conventional audio fingerprinting systems used to fail, our system using 10x smaller storage has shown promising results. Our code and dataset are available at https://mimbres.github.io/neural-audio-fp/.
HiFi-Codec: Group-residual Vector quantization for High Fidelity Audio Codec
Audio codec models are widely used in audio communication as a crucial technique for compressing audio into discrete representations. Nowadays, audio codec models are increasingly utilized in generation fields as intermediate representations. For instance, AudioLM is an audio generation model that uses the discrete representation of SoundStream as a training target, while VALL-E employs the Encodec model as an intermediate feature to aid TTS tasks. Despite their usefulness, two challenges persist: (1) training these audio codec models can be difficult due to the lack of publicly available training processes and the need for large-scale data and GPUs; (2) achieving good reconstruction performance requires many codebooks, which increases the burden on generation models. In this study, we propose a group-residual vector quantization (GRVQ) technique and use it to develop a novel High Fidelity Audio Codec model, HiFi-Codec, which only requires 4 codebooks. We train all the models using publicly available TTS data such as LibriTTS, VCTK, AISHELL, and more, with a total duration of over 1000 hours, using 8 GPUs. Our experimental results show that HiFi-Codec outperforms Encodec in terms of reconstruction performance despite requiring only 4 codebooks. To facilitate research in audio codec and generation, we introduce AcademiCodec, the first open-source audio codec toolkit that offers training codes and pre-trained models for Encodec, SoundStream, and HiFi-Codec. Code and pre-trained model can be found on: https://github.com/yangdongchao/AcademiCodec{https://github.com/yangdongchao/AcademiCodec}
EAT: Self-Supervised Pre-Training with Efficient Audio Transformer
Audio self-supervised learning (SSL) pre-training, which aims to learn good representations from unlabeled audio, has made remarkable progress. However, the extensive computational demands during pre-training pose a significant barrier to the potential application and optimization of audio SSL models. In this paper, inspired by the success of data2vec 2.0 in image modality and Audio-MAE in audio modality, we introduce Efficient Audio Transformer (EAT) to further improve the effectiveness and efficiency in audio SSL. The proposed EAT adopts the bootstrap self-supervised training paradigm to the audio domain. A novel Utterance-Frame Objective (UFO) is designed to enhance the modeling capability of acoustic events. Furthermore, we reveal that the masking strategy is critical in audio SSL pre-training, and superior audio representations can be obtained with large inverse block masks. Experiment results demonstrate that EAT achieves state-of-the-art (SOTA) performance on a range of audio-related tasks, including AudioSet (AS-2M, AS-20K), ESC-50, and SPC-2, along with a significant pre-training speedup up to ~15x compared to existing audio SSL models.
ODAQ: Open Dataset of Audio Quality
Research into the prediction and analysis of perceived audio quality is hampered by the scarcity of openly available datasets of audio signals accompanied by corresponding subjective quality scores. To address this problem, we present the Open Dataset of Audio Quality (ODAQ), a new dataset containing the results of a MUSHRA listening test conducted with expert listeners from 2 international laboratories. ODAQ contains 240 audio samples and corresponding quality scores. Each audio sample is rated by 26 listeners. The audio samples are stereo audio signals sampled at 44.1 or 48 kHz and are processed by a total of 6 method classes, each operating at different quality levels. The processing method classes are designed to generate quality degradations possibly encountered during audio coding and source separation, and the quality levels for each method class span the entire quality range. The diversity of the processing methods, the large span of quality levels, the high sampling frequency, and the pool of international listeners make ODAQ particularly suited for further research into subjective and objective audio quality. The dataset is released with permissive licenses, and the software used to conduct the listening test is also made publicly available.
Audio Flamingo: A Novel Audio Language Model with Few-Shot Learning and Dialogue Abilities
Augmenting large language models (LLMs) to understand audio -- including non-speech sounds and non-verbal speech -- is critically important for diverse real-world applications of LLMs. In this paper, we propose Audio Flamingo, a novel audio language model with 1) strong audio understanding abilities, 2) the ability to quickly adapt to unseen tasks via in-context learning and retrieval, and 3) strong multi-turn dialogue abilities. We introduce a series of training techniques, architecture design, and data strategies to enhance our model with these abilities. Extensive evaluations across various audio understanding tasks confirm the efficacy of our method, setting new state-of-the-art benchmarks.
Current Challenges and Future Directions in Podcast Information Access
Podcasts are spoken documents across a wide-range of genres and styles, with growing listenership across the world, and a rapidly lowering barrier to entry for both listeners and creators. The great strides in search and recommendation in research and industry have yet to see impact in the podcast space, where recommendations are still largely driven by word of mouth. In this perspective paper, we highlight the many differences between podcasts and other media, and discuss our perspective on challenges and future research directions in the domain of podcast information access.
SALMONN: Towards Generic Hearing Abilities for Large Language Models
Hearing is arguably an essential ability of artificial intelligence (AI) agents in the physical world, which refers to the perception and understanding of general auditory information consisting of at least three types of sounds: speech, audio events, and music. In this paper, we propose SALMONN, a speech audio language music open neural network, built by integrating a pre-trained text-based large language model (LLM) with speech and audio encoders into a single multimodal model. SALMONN enables the LLM to directly process and understand general audio inputs and achieve competitive performances on a number of speech and audio tasks used in training, such as automatic speech recognition and translation, auditory-information-based question answering, emotion recognition, speaker verification, and music and audio captioning etc. SALMONN also has a diverse set of emergent abilities unseen in the training, which includes but is not limited to speech translation to untrained languages, speech-based slot filling, spoken-query-based question answering, audio-based storytelling, and speech audio co-reasoning etc. The presence of the cross-modal emergent abilities is studied, and a novel few-shot activation tuning approach is proposed to activate such abilities of SALMONN. To our knowledge, SALMONN is the first model of its type and can be regarded as a step towards AI with generic hearing abilities. An interactive demo of SALMONN is available at \url{https://github.com/bytedance/SALMONN}, and the training code and model checkpoints will be released upon acceptance.
GAMA: A Large Audio-Language Model with Advanced Audio Understanding and Complex Reasoning Abilities
Perceiving and understanding non-speech sounds and non-verbal speech is essential to making decisions that help us interact with our surroundings. In this paper, we propose GAMA, a novel General-purpose Large Audio-Language Model (LALM) with Advanced Audio Understanding and Complex Reasoning Abilities. We build GAMA by integrating an LLM with multiple types of audio representations, including features from a custom Audio Q-Former, a multi-layer aggregator that aggregates features from multiple layers of an audio encoder. We fine-tune GAMA on a large-scale audio-language dataset, which augments it with audio understanding capabilities. Next, we propose CompA-R (Instruction-Tuning for Complex Audio Reasoning), a synthetically generated instruction-tuning (IT) dataset with instructions that require the model to perform complex reasoning on the input audio. We instruction-tune GAMA with CompA-R to endow it with complex reasoning abilities, where we further add a soft prompt as input with high-level semantic evidence by leveraging event tags of the input audio. Finally, we also propose CompA-R-test, a human-labeled evaluation dataset for evaluating the capabilities of LALMs on open-ended audio question-answering that requires complex reasoning. Through automated and expert human evaluations, we show that GAMA outperforms all other LALMs in literature on diverse audio understanding tasks by margins of 1%-84%. Further, GAMA IT-ed on CompA-R proves to be superior in its complex reasoning and instruction following capabilities.
NatureLM-audio: an Audio-Language Foundation Model for Bioacoustics
Large language models (LLMs) prompted with text and audio represent the state of the art in various auditory tasks, including speech, music, and general audio, showing emergent abilities on unseen tasks. However, these capabilities have yet to be fully demonstrated in bioacoustics tasks, such as detecting animal vocalizations in large recordings, classifying rare and endangered species, and labeling context and behavior - tasks that are crucial for conservation, biodiversity monitoring, and the study of animal behavior. In this work, we present NatureLM-audio, the first audio-language foundation model specifically designed for bioacoustics. Our carefully curated training dataset comprises text-audio pairs spanning a diverse range of bioacoustics, speech, and music data, designed to address the challenges posed by limited annotated datasets in the field. We demonstrate successful transfer of learned representations from music and speech to bioacoustics, and our model shows promising generalization to unseen taxa and tasks. Importantly, we test NatureLM-audio on a novel benchmark (BEANS-Zero) and it sets the new state of the art (SotA) on several bioacoustics tasks, including zero-shot classification of unseen species. To advance bioacoustics research, we also open-source the code for generating training and benchmark data, as well as for training the model.
FMA: A Dataset For Music Analysis
We introduce the Free Music Archive (FMA), an open and easily accessible dataset suitable for evaluating several tasks in MIR, a field concerned with browsing, searching, and organizing large music collections. The community's growing interest in feature and end-to-end learning is however restrained by the limited availability of large audio datasets. The FMA aims to overcome this hurdle by providing 917 GiB and 343 days of Creative Commons-licensed audio from 106,574 tracks from 16,341 artists and 14,854 albums, arranged in a hierarchical taxonomy of 161 genres. It provides full-length and high-quality audio, pre-computed features, together with track- and user-level metadata, tags, and free-form text such as biographies. We here describe the dataset and how it was created, propose a train/validation/test split and three subsets, discuss some suitable MIR tasks, and evaluate some baselines for genre recognition. Code, data, and usage examples are available at https://github.com/mdeff/fma
Audio-FLAN: A Preliminary Release
Recent advancements in audio tokenization have significantly enhanced the integration of audio capabilities into large language models (LLMs). However, audio understanding and generation are often treated as distinct tasks, hindering the development of truly unified audio-language models. While instruction tuning has demonstrated remarkable success in improving generalization and zero-shot learning across text and vision, its application to audio remains largely unexplored. A major obstacle is the lack of comprehensive datasets that unify audio understanding and generation. To address this, we introduce Audio-FLAN, a large-scale instruction-tuning dataset covering 80 diverse tasks across speech, music, and sound domains, with over 100 million instances. Audio-FLAN lays the foundation for unified audio-language models that can seamlessly handle both understanding (e.g., transcription, comprehension) and generation (e.g., speech, music, sound) tasks across a wide range of audio domains in a zero-shot manner. The Audio-FLAN dataset is available on HuggingFace and GitHub and will be continuously updated.
Generating Sample-Based Musical Instruments Using Neural Audio Codec Language Models
In this paper, we propose and investigate the use of neural audio codec language models for the automatic generation of sample-based musical instruments based on text or reference audio prompts. Our approach extends a generative audio framework to condition on pitch across an 88-key spectrum, velocity, and a combined text/audio embedding. We identify maintaining timbral consistency within the generated instruments as a major challenge. To tackle this issue, we introduce three distinct conditioning schemes. We analyze our methods through objective metrics and human listening tests, demonstrating that our approach can produce compelling musical instruments. Specifically, we introduce a new objective metric to evaluate the timbral consistency of the generated instruments and adapt the average Contrastive Language-Audio Pretraining (CLAP) score for the text-to-instrument case, noting that its naive application is unsuitable for assessing this task. Our findings reveal a complex interplay between timbral consistency, the quality of generated samples, and their correspondence to the input prompt.
Audio tagging with noisy labels and minimal supervision
This paper introduces Task 2 of the DCASE2019 Challenge, titled "Audio tagging with noisy labels and minimal supervision". This task was hosted on the Kaggle platform as "Freesound Audio Tagging 2019". The task evaluates systems for multi-label audio tagging using a large set of noisy-labeled data, and a much smaller set of manually-labeled data, under a large vocabulary setting of 80 everyday sound classes. In addition, the proposed dataset poses an acoustic mismatch problem between the noisy train set and the test set due to the fact that they come from different web audio sources. This can correspond to a realistic scenario given by the difficulty in gathering large amounts of manually labeled data. We present the task setup, the FSDKaggle2019 dataset prepared for this scientific evaluation, and a baseline system consisting of a convolutional neural network. All these resources are freely available.
Filler Word Detection and Classification: A Dataset and Benchmark
Filler words such as `uh' or `um' are sounds or words people use to signal they are pausing to think. Finding and removing filler words from recordings is a common and tedious task in media editing. Automatically detecting and classifying filler words could greatly aid in this task, but few studies have been published on this problem to date. A key reason is the absence of a dataset with annotated filler words for model training and evaluation. In this work, we present a novel speech dataset, PodcastFillers, with 35K annotated filler words and 50K annotations of other sounds that commonly occur in podcasts such as breaths, laughter, and word repetitions. We propose a pipeline that leverages VAD and ASR to detect filler candidates and a classifier to distinguish between filler word types. We evaluate our proposed pipeline on PodcastFillers, compare to several baselines, and present a detailed ablation study. In particular, we evaluate the importance of using ASR and how it compares to a transcription-free approach resembling keyword spotting. We show that our pipeline obtains state-of-the-art results, and that leveraging ASR strongly outperforms a keyword spotting approach. We make PodcastFillers publicly available, in the hope that our work serves as a benchmark for future research.
Moûsai: Text-to-Music Generation with Long-Context Latent Diffusion
Recent years have seen the rapid development of large generative models for text; however, much less research has explored the connection between text and another "language" of communication -- music. Music, much like text, can convey emotions, stories, and ideas, and has its own unique structure and syntax. In our work, we bridge text and music via a text-to-music generation model that is highly efficient, expressive, and can handle long-term structure. Specifically, we develop Mo\^usai, a cascading two-stage latent diffusion model that can generate multiple minutes of high-quality stereo music at 48kHz from textual descriptions. Moreover, our model features high efficiency, which enables real-time inference on a single consumer GPU with a reasonable speed. Through experiments and property analyses, we show our model's competence over a variety of criteria compared with existing music generation models. Lastly, to promote the open-source culture, we provide a collection of open-source libraries with the hope of facilitating future work in the field. We open-source the following: Codes: https://github.com/archinetai/audio-diffusion-pytorch; music samples for this paper: http://bit.ly/44ozWDH; all music samples for all models: https://bit.ly/audio-diffusion.