Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeVoiceFixer: Toward General Speech Restoration with Neural Vocoder
Speech restoration aims to remove distortions in speech signals. Prior methods mainly focus on single-task speech restoration (SSR), such as speech denoising or speech declipping. However, SSR systems only focus on one task and do not address the general speech restoration problem. In addition, previous SSR systems show limited performance in some speech restoration tasks such as speech super-resolution. To overcome those limitations, we propose a general speech restoration (GSR) task that attempts to remove multiple distortions simultaneously. Furthermore, we propose VoiceFixer, a generative framework to address the GSR task. VoiceFixer consists of an analysis stage and a synthesis stage to mimic the speech analysis and comprehension of the human auditory system. We employ a ResUNet to model the analysis stage and a neural vocoder to model the synthesis stage. We evaluate VoiceFixer with additive noise, room reverberation, low-resolution, and clipping distortions. Our baseline GSR model achieves a 0.499 higher mean opinion score (MOS) than the speech enhancement SSR model. VoiceFixer further surpasses the GSR baseline model on the MOS score by 0.256. Moreover, we observe that VoiceFixer generalizes well to severely degraded real speech recordings, indicating its potential in restoring old movies and historical speeches. The source code is available at https://github.com/haoheliu/voicefixer_main.
Real Time Speech Enhancement in the Waveform Domain
We present a causal speech enhancement model working on the raw waveform that runs in real-time on a laptop CPU. The proposed model is based on an encoder-decoder architecture with skip-connections. It is optimized on both time and frequency domains, using multiple loss functions. Empirical evidence shows that it is capable of removing various kinds of background noise including stationary and non-stationary noises, as well as room reverb. Additionally, we suggest a set of data augmentation techniques applied directly on the raw waveform which further improve model performance and its generalization abilities. We perform evaluations on several standard benchmarks, both using objective metrics and human judgements. The proposed model matches state-of-the-art performance of both causal and non causal methods while working directly on the raw waveform.
A Dataset of Reverberant Spatial Sound Scenes with Moving Sources for Sound Event Localization and Detection
This report presents the dataset and the evaluation setup of the Sound Event Localization & Detection (SELD) task for the DCASE 2020 Challenge. The SELD task refers to the problem of trying to simultaneously classify a known set of sound event classes, detect their temporal activations, and estimate their spatial directions or locations while they are active. To train and test SELD systems, datasets of diverse sound events occurring under realistic acoustic conditions are needed. Compared to the previous challenge, a significantly more complex dataset was created for DCASE 2020. The two key differences are a more diverse range of acoustical conditions, and dynamic conditions, i.e. moving sources. The spatial sound scenes are created using real room impulse responses captured in a continuous manner with a slowly moving excitation source. Both static and moving sound events are synthesized from them. Ambient noise recorded on location is added to complete the generation of scene recordings. A baseline SELD method accompanies the dataset, based on a convolutional recurrent neural network, to provide benchmark scores for the task. The baseline is an updated version of the one used in the previous challenge, with input features and training modifications to improve its performance.
FAST-RIR: Fast neural diffuse room impulse response generator
We present a neural-network-based fast diffuse room impulse response generator (FAST-RIR) for generating room impulse responses (RIRs) for a given acoustic environment. Our FAST-RIR takes rectangular room dimensions, listener and speaker positions, and reverberation time as inputs and generates specular and diffuse reflections for a given acoustic environment. Our FAST-RIR is capable of generating RIRs for a given input reverberation time with an average error of 0.02s. We evaluate our generated RIRs in automatic speech recognition (ASR) applications using Google Speech API, Microsoft Speech API, and Kaldi tools. We show that our proposed FAST-RIR with batch size 1 is 400 times faster than a state-of-the-art diffuse acoustic simulator (DAS) on a CPU and gives similar performance to DAS in ASR experiments. Our FAST-RIR is 12 times faster than an existing GPU-based RIR generator (gpuRIR). We show that our FAST-RIR outperforms gpuRIR by 2.5% in an AMI far-field ASR benchmark.
A Dataset of Dynamic Reverberant Sound Scenes with Directional Interferers for Sound Event Localization and Detection
This report presents the dataset and baseline of Task 3 of the DCASE2021 Challenge on Sound Event Localization and Detection (SELD). The dataset is based on emulation of real recordings of static or moving sound events under real conditions of reverberation and ambient noise, using spatial room impulse responses captured in a variety of rooms and delivered in two spatial formats. The acoustical synthesis remains the same as in the previous iteration of the challenge, however the new dataset brings more challenging conditions of polyphony and overlapping instances of the same class. The most important difference of the new dataset is the introduction of directional interferers, meaning sound events that are localized in space but do not belong to the target classes to be detected and are not annotated. Since such interfering events are expected in every real-world scenario of SELD, the new dataset aims to promote systems that deal with this condition effectively. A modified SELDnet baseline employing the recent ACCDOA representation of SELD problems accompanies the dataset and it is shown to outperform the previous one. The new dataset is shown to be significantly more challenging for both baselines according to all considered metrics. To investigate the individual and combined effects of ambient noise, interferers, and reverberation, we study the performance of the baseline on different versions of the dataset excluding or including combinations of these factors. The results indicate that by far the most detrimental effects are caused by directional interferers.
Reverb Conversion of Mixed Vocal Tracks Using an End-to-end Convolutional Deep Neural Network
Reverb plays a critical role in music production, where it provides listeners with spatial realization, timbre, and texture of the music. Yet, it is challenging to reproduce the musical reverb of a reference music track even by skilled engineers. In response, we propose an end-to-end system capable of switching the musical reverb factor of two different mixed vocal tracks. This method enables us to apply the reverb of the reference track to the source track to which the effect is desired. Further, our model can perform de-reverberation when the reference track is used as a dry vocal source. The proposed model is trained in combination with an adversarial objective, which makes it possible to handle high-resolution audio samples. The perceptual evaluation confirmed that the proposed model can convert the reverb factor with the preferred rate of 64.8%. To the best of our knowledge, this is the first attempt to apply deep neural networks to converting music reverb of vocal tracks.
Brouhaha: multi-task training for voice activity detection, speech-to-noise ratio, and C50 room acoustics estimation
Most automatic speech processing systems are sensitive to the acoustic environment, with degraded performance when applied to noisy or reverberant speech. But how can one tell whether speech is noisy or reverberant? We propose Brouhaha, a pipeline to simulate audio segments recorded in noisy and reverberant conditions. We then use the simulated audio to jointly train the Brouhaha model for voice activity detection, signal-to-noise ratio estimation, and C50 room acoustics prediction. We show how the predicted SNR and C50 values can be used to investigate and help diagnose errors made by automatic speech processing tools (such as pyannote.audio for speaker diarization or OpenAI's Whisper for automatic speech recognition). Both our pipeline and a pretrained model are open source and shared with the speech community.
SoundCam: A Dataset for Finding Humans Using Room Acoustics
A room's acoustic properties are a product of the room's geometry, the objects within the room, and their specific positions. A room's acoustic properties can be characterized by its impulse response (RIR) between a source and listener location, or roughly inferred from recordings of natural signals present in the room. Variations in the positions of objects in a room can effect measurable changes in the room's acoustic properties, as characterized by the RIR. Existing datasets of RIRs either do not systematically vary positions of objects in an environment, or they consist of only simulated RIRs. We present SoundCam, the largest dataset of unique RIRs from in-the-wild rooms publicly released to date. It includes 5,000 10-channel real-world measurements of room impulse responses and 2,000 10-channel recordings of music in three different rooms, including a controlled acoustic lab, an in-the-wild living room, and a conference room, with different humans in positions throughout each room. We show that these measurements can be used for interesting tasks, such as detecting and identifying humans, and tracking their positions.
Attention Is All You Need For Blind Room Volume Estimation
In recent years, dynamic parameterization of acoustic environments has raised increasing attention in the field of audio processing. One of the key parameters that characterize the local room acoustics in isolation from orientation and directivity of sources and receivers is the geometric room volume. Convolutional neural networks (CNNs) have been widely selected as the main models for conducting blind room acoustic parameter estimation, which aims to learn a direct mapping from audio spectrograms to corresponding labels. With the recent trend of self-attention mechanisms, this paper introduces a purely attention-based model to blindly estimate room volumes based on single-channel noisy speech signals. We demonstrate the feasibility of eliminating the reliance on CNN for this task and the proposed Transformer architecture takes Gammatone magnitude spectral coefficients and phase spectrograms as inputs. To enhance the model performance given the task-specific dataset, cross-modality transfer learning is also applied. Experimental results demonstrate that the proposed model outperforms traditional CNN models across a wide range of real-world acoustics spaces, especially with the help of the dedicated pretraining and data augmentation schemes.
AdVerb: Visually Guided Audio Dereverberation
We present AdVerb, a novel audio-visual dereverberation framework that uses visual cues in addition to the reverberant sound to estimate clean audio. Although audio-only dereverberation is a well-studied problem, our approach incorporates the complementary visual modality to perform audio dereverberation. Given an image of the environment where the reverberated sound signal has been recorded, AdVerb employs a novel geometry-aware cross-modal transformer architecture that captures scene geometry and audio-visual cross-modal relationship to generate a complex ideal ratio mask, which, when applied to the reverberant audio predicts the clean sound. The effectiveness of our method is demonstrated through extensive quantitative and qualitative evaluations. Our approach significantly outperforms traditional audio-only and audio-visual baselines on three downstream tasks: speech enhancement, speech recognition, and speaker verification, with relative improvements in the range of 18% - 82% on the LibriSpeech test-clean set. We also achieve highly satisfactory RT60 error scores on the AVSpeech dataset.
Image2Reverb: Cross-Modal Reverb Impulse Response Synthesis
Measuring the acoustic characteristics of a space is often done by capturing its impulse response (IR), a representation of how a full-range stimulus sound excites it. This work generates an IR from a single image, which can then be applied to other signals using convolution, simulating the reverberant characteristics of the space shown in the image. Recording these IRs is both time-intensive and expensive, and often infeasible for inaccessible locations. We use an end-to-end neural network architecture to generate plausible audio impulse responses from single images of acoustic environments. We evaluate our method both by comparisons to ground truth data and by human expert evaluation. We demonstrate our approach by generating plausible impulse responses from diverse settings and formats including well known places, musical halls, rooms in paintings, images from animations and computer games, synthetic environments generated from text, panoramic images, and video conference backgrounds.
Single channel voice separation for unknown number of speakers under reverberant and noisy settings
We present a unified network for voice separation of an unknown number of speakers. The proposed approach is composed of several separation heads optimized together with a speaker classification branch. The separation is carried out in the time domain, together with parameter sharing between all separation heads. The classification branch estimates the number of speakers while each head is specialized in separating a different number of speakers. We evaluate the proposed model under both clean and noisy reverberant set-tings. Results suggest that the proposed approach is superior to the baseline model by a significant margin. Additionally, we present a new noisy and reverberant dataset of up to five different speakers speaking simultaneously.
DDSP: Differentiable Digital Signal Processing
Most generative models of audio directly generate samples in one of two domains: time or frequency. While sufficient to express any signal, these representations are inefficient, as they do not utilize existing knowledge of how sound is generated and perceived. A third approach (vocoders/synthesizers) successfully incorporates strong domain knowledge of signal processing and perception, but has been less actively researched due to limited expressivity and difficulty integrating with modern auto-differentiation-based machine learning methods. In this paper, we introduce the Differentiable Digital Signal Processing (DDSP) library, which enables direct integration of classic signal processing elements with deep learning methods. Focusing on audio synthesis, we achieve high-fidelity generation without the need for large autoregressive models or adversarial losses, demonstrating that DDSP enables utilizing strong inductive biases without losing the expressive power of neural networks. Further, we show that combining interpretable modules permits manipulation of each separate model component, with applications such as independent control of pitch and loudness, realistic extrapolation to pitches not seen during training, blind dereverberation of room acoustics, transfer of extracted room acoustics to new environments, and transformation of timbre between disparate sources. In short, DDSP enables an interpretable and modular approach to generative modeling, without sacrificing the benefits of deep learning. The library is publicly available at https://github.com/magenta/ddsp and we welcome further contributions from the community and domain experts.
High Fidelity Neural Audio Compression
We introduce a state-of-the-art real-time, high-fidelity, audio codec leveraging neural networks. It consists in a streaming encoder-decoder architecture with quantized latent space trained in an end-to-end fashion. We simplify and speed-up the training by using a single multiscale spectrogram adversary that efficiently reduces artifacts and produce high-quality samples. We introduce a novel loss balancer mechanism to stabilize training: the weight of a loss now defines the fraction of the overall gradient it should represent, thus decoupling the choice of this hyper-parameter from the typical scale of the loss. Finally, we study how lightweight Transformer models can be used to further compress the obtained representation by up to 40%, while staying faster than real time. We provide a detailed description of the key design choices of the proposed model including: training objective, architectural changes and a study of various perceptual loss functions. We present an extensive subjective evaluation (MUSHRA tests) together with an ablation study for a range of bandwidths and audio domains, including speech, noisy-reverberant speech, and music. Our approach is superior to the baselines methods across all evaluated settings, considering both 24 kHz monophonic and 48 kHz stereophonic audio. Code and models are available at github.com/facebookresearch/encodec.
BeamLearning: an end-to-end Deep Learning approach for the angular localization of sound sources using raw multichannel acoustic pressure data
Sound sources localization using multichannel signal processing has been a subject of active research for decades. In recent years, the use of deep learning in audio signal processing has allowed to drastically improve performances for machine hearing. This has motivated the scientific community to also develop machine learning strategies for source localization applications. In this paper, we present BeamLearning, a multi-resolution deep learning approach that allows to encode relevant information contained in unprocessed time domain acoustic signals captured by microphone arrays. The use of raw data aims at avoiding simplifying hypothesis that most traditional model-based localization methods rely on. Benefits of its use are shown for realtime sound source 2D-localization tasks in reverberating and noisy environments. Since supervised machine learning approaches require large-sized, physically realistic, precisely labelled datasets, we also developed a fast GPU-based computation of room impulse responses using fractional delays for image source models. A thorough analysis of the network representation and extensive performance tests are carried out using the BeamLearning network with synthetic and experimental datasets. Obtained results demonstrate that the BeamLearning approach significantly outperforms the wideband MUSIC and SRP-PHAT methods in terms of localization accuracy and computational efficiency in presence of heavy measurement noise and reverberation.
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.
Audio Conditioning for Music Generation via Discrete Bottleneck Features
While most music generation models use textual or parametric conditioning (e.g. tempo, harmony, musical genre), we propose to condition a language model based music generation system with audio input. Our exploration involves two distinct strategies. The first strategy, termed textual inversion, leverages a pre-trained text-to-music model to map audio input to corresponding "pseudowords" in the textual embedding space. For the second model we train a music language model from scratch jointly with a text conditioner and a quantized audio feature extractor. At inference time, we can mix textual and audio conditioning and balance them thanks to a novel double classifier free guidance method. We conduct automatic and human studies that validates our approach. We will release the code and we provide music samples on https://musicgenstyle.github.io in order to show the quality of our model.
StemGen: A music generation model that listens
End-to-end generation of musical audio using deep learning techniques has seen an explosion of activity recently. However, most models concentrate on generating fully mixed music in response to abstract conditioning information. In this work, we present an alternative paradigm for producing music generation models that can listen and respond to musical context. We describe how such a model can be constructed using a non-autoregressive, transformer-based model architecture and present a number of novel architectural and sampling improvements. We train the described architecture on both an open-source and a proprietary dataset. We evaluate the produced models using standard quality metrics and a new approach based on music information retrieval descriptors. The resulting model reaches the audio quality of state-of-the-art text-conditioned models, as well as exhibiting strong musical coherence with its context.
Localization, Detection and Tracking of Multiple Moving Sound Sources with a Convolutional Recurrent Neural Network
This paper investigates the joint localization, detection, and tracking of sound events using a convolutional recurrent neural network (CRNN). We use a CRNN previously proposed for the localization and detection of stationary sources, and show that the recurrent layers enable the spatial tracking of moving sources when trained with dynamic scenes. The tracking performance of the CRNN is compared with a stand-alone tracking method that combines a multi-source (DOA) estimator and a particle filter. Their respective performance is evaluated in various acoustic conditions such as anechoic and reverberant scenarios, stationary and moving sources at several angular velocities, and with a varying number of overlapping sources. The results show that the CRNN manages to track multiple sources more consistently than the parametric method across acoustic scenarios, but at the cost of higher localization error.
Music Mixing Style Transfer: A Contrastive Learning Approach to Disentangle Audio Effects
We propose an end-to-end music mixing style transfer system that converts the mixing style of an input multitrack to that of a reference song. This is achieved with an encoder pre-trained with a contrastive objective to extract only audio effects related information from a reference music recording. All our models are trained in a self-supervised manner from an already-processed wet multitrack dataset with an effective data preprocessing method that alleviates the data scarcity of obtaining unprocessed dry data. We analyze the proposed encoder for the disentanglement capability of audio effects and also validate its performance for mixing style transfer through both objective and subjective evaluations. From the results, we show the proposed system not only converts the mixing style of multitrack audio close to a reference but is also robust with mixture-wise style transfer upon using a music source separation model.
PSELDNets: Pre-trained Neural Networks on Large-scale Synthetic Datasets for Sound Event Localization and Detection
Sound event localization and detection (SELD) has seen substantial advancements through learning-based methods. These systems, typically trained from scratch on specific datasets, have shown considerable generalization capabilities. Recently, deep neural networks trained on large-scale datasets have achieved remarkable success in the sound event classification (SEC) field, prompting an open question of whether these advancements can be extended to develop general-purpose SELD models. In this paper, leveraging the power of pre-trained SEC models, we propose pre-trained SELD networks (PSELDNets) on large-scale synthetic datasets. These synthetic datasets, generated by convolving sound events with simulated spatial room impulse responses (SRIRs), contain 1,167 hours of audio clips with an ontology of 170 sound classes. These PSELDNets are transferred to downstream SELD tasks. When we adapt PSELDNets to specific scenarios, particularly in low-resource data cases, we introduce a data-efficient fine-tuning method, AdapterBit. PSELDNets are evaluated on a synthetic-test-set using collected SRIRs from TAU Spatial Room Impulse Response Database (TAU-SRIR DB) and achieve satisfactory performance. We also conduct our experiments to validate the transferability of PSELDNets to three publicly available datasets and our own collected audio recordings. Results demonstrate that PSELDNets surpass state-of-the-art systems across all publicly available datasets. Given the need for direction-of-arrival estimation, SELD generally relies on sufficient multi-channel audio clips. However, incorporating the AdapterBit, PSELDNets show more efficient adaptability to various tasks using minimal multi-channel or even just monophonic audio clips, outperforming the traditional fine-tuning approaches.
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.
Neural Waveshaping Synthesis
We present the Neural Waveshaping Unit (NEWT): a novel, lightweight, fully causal approach to neural audio synthesis which operates directly in the waveform domain, with an accompanying optimisation (FastNEWT) for efficient CPU inference. The NEWT uses time-distributed multilayer perceptrons with periodic activations to implicitly learn nonlinear transfer functions that encode the characteristics of a target timbre. Once trained, a NEWT can produce complex timbral evolutions by simple affine transformations of its input and output signals. We paired the NEWT with a differentiable noise synthesiser and reverb and found it capable of generating realistic musical instrument performances with only 260k total model parameters, conditioned on F0 and loudness features. We compared our method to state-of-the-art benchmarks with a multi-stimulus listening test and the Fr\'echet Audio Distance and found it performed competitively across the tested timbral domains. Our method significantly outperformed the benchmarks in terms of generation speed, and achieved real-time performance on a consumer CPU, both with and without FastNEWT, suggesting it is a viable basis for future creative sound design tools.
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.
End-to-end Music Remastering System Using Self-supervised and Adversarial Training
Mastering is an essential step in music production, but it is also a challenging task that has to go through the hands of experienced audio engineers, where they adjust tone, space, and volume of a song. Remastering follows the same technical process, in which the context lies in mastering a song for the times. As these tasks have high entry barriers, we aim to lower the barriers by proposing an end-to-end music remastering system that transforms the mastering style of input audio to that of the target. The system is trained in a self-supervised manner, in which released pop songs were used for training. We also anticipated the model to generate realistic audio reflecting the reference's mastering style by applying a pre-trained encoder and a projection discriminator. We validate our results with quantitative metrics and a subjective listening test and show that the model generated samples of mastering style similar to the target.
A Novel 1D State Space for Efficient Music Rhythmic Analysis
Inferring music time structures has a broad range of applications in music production, processing and analysis. Scholars have proposed various methods to analyze different aspects of time structures, such as beat, downbeat, tempo and meter. Many state-of-the-art (SOFA) methods, however, are computationally expensive. This makes them inapplicable in real-world industrial settings where the scale of the music collections can be millions. This paper proposes a new state space and a semi-Markov model for music time structure analysis. The proposed approach turns the commonly used 2D state spaces into a 1D model through a jump-back reward strategy. It reduces the state spaces size drastically. We then utilize the proposed method for causal, joint beat, downbeat, tempo, and meter tracking, and compare it against several previous methods. The proposed method delivers similar performance with the SOFA joint causal models with a much smaller state space and a more than 30 times speedup.
Speech Enhancement and Dereverberation with Diffusion-based Generative Models
In this work, we build upon our previous publication and use diffusion-based generative models for speech enhancement. We present a detailed overview of the diffusion process that is based on a stochastic differential equation and delve into an extensive theoretical examination of its implications. Opposed to usual conditional generation tasks, we do not start the reverse process from pure Gaussian noise but from a mixture of noisy speech and Gaussian noise. This matches our forward process which moves from clean speech to noisy speech by including a drift term. We show that this procedure enables using only 30 diffusion steps to generate high-quality clean speech estimates. By adapting the network architecture, we are able to significantly improve the speech enhancement performance, indicating that the network, rather than the formalism, was the main limitation of our original approach. In an extensive cross-dataset evaluation, we show that the improved method can compete with recent discriminative models and achieves better generalization when evaluating on a different corpus than used for training. We complement the results with an instrumental evaluation using real-world noisy recordings and a listening experiment, in which our proposed method is rated best. Examining different sampler configurations for solving the reverse process allows us to balance the performance and computational speed of the proposed method. Moreover, we show that the proposed method is also suitable for dereverberation and thus not limited to additive background noise removal. Code and audio examples are available online, see https://github.com/sp-uhh/sgmse
Steerable discovery of neural audio effects
Applications of deep learning for audio effects often focus on modeling analog effects or learning to control effects to emulate a trained audio engineer. However, deep learning approaches also have the potential to expand creativity through neural audio effects that enable new sound transformations. While recent work demonstrated that neural networks with random weights produce compelling audio effects, control of these effects is limited and unintuitive. To address this, we introduce a method for the steerable discovery of neural audio effects. This method enables the design of effects using example recordings provided by the user. We demonstrate how this method produces an effect similar to the target effect, along with interesting inaccuracies, while also providing perceptually relevant controls.
Structure from Silence: Learning Scene Structure from Ambient Sound
From whirling ceiling fans to ticking clocks, the sounds that we hear subtly vary as we move through a scene. We ask whether these ambient sounds convey information about 3D scene structure and, if so, whether they provide a useful learning signal for multimodal models. To study this, we collect a dataset of paired audio and RGB-D recordings from a variety of quiet indoor scenes. We then train models that estimate the distance to nearby walls, given only audio as input. We also use these recordings to learn multimodal representations through self-supervision, by training a network to associate images with their corresponding sounds. These results suggest that ambient sound conveys a surprising amount of information about scene structure, and that it is a useful signal for learning multimodal features.
SSAMBA: Self-Supervised Audio Representation Learning with Mamba State Space Model
Transformers have revolutionized deep learning across various tasks, including audio representation learning, due to their powerful modeling capabilities. However, they often suffer from quadratic complexity in both GPU memory usage and computational inference time, affecting their efficiency. Recently, state space models (SSMs) like Mamba have emerged as a promising alternative, offering a more efficient approach by avoiding these complexities. Given these advantages, we explore the potential of SSM-based models in audio tasks. In this paper, we introduce Self-Supervised Audio Mamba (SSAMBA), the first self-supervised, attention-free, and SSM-based model for audio representation learning. SSAMBA leverages the bidirectional Mamba to capture complex audio patterns effectively. We incorporate a self-supervised pretraining framework that optimizes both discriminative and generative objectives, enabling the model to learn robust audio representations from large-scale, unlabeled datasets. We evaluated SSAMBA on various tasks such as audio classification, keyword spotting, and speaker identification. Our results demonstrate that SSAMBA outperforms the Self-Supervised Audio Spectrogram Transformer (SSAST) in most tasks. Notably, SSAMBA is approximately 92.7% faster in batch inference speed and 95.4% more memory-efficient than SSAST for the tiny model size with an input token size of 22k. These efficiency gains, combined with superior performance, underscore the effectiveness of SSAMBA's architectural innovation, making it a compelling choice for a wide range of audio processing applications.
Dense 2D-3D Indoor Prediction with Sound via Aligned Cross-Modal Distillation
Sound can convey significant information for spatial reasoning in our daily lives. To endow deep networks with such ability, we address the challenge of dense indoor prediction with sound in both 2D and 3D via cross-modal knowledge distillation. In this work, we propose a Spatial Alignment via Matching (SAM) distillation framework that elicits local correspondence between the two modalities in vision-to-audio knowledge transfer. SAM integrates audio features with visually coherent learnable spatial embeddings to resolve inconsistencies in multiple layers of a student model. Our approach does not rely on a specific input representation, allowing for flexibility in the input shapes or dimensions without performance degradation. With a newly curated benchmark named Dense Auditory Prediction of Surroundings (DAPS), we are the first to tackle dense indoor prediction of omnidirectional surroundings in both 2D and 3D with audio observations. Specifically, for audio-based depth estimation, semantic segmentation, and challenging 3D scene reconstruction, the proposed distillation framework consistently achieves state-of-the-art performance across various metrics and backbone architectures.
Learning Neural Acoustic Fields
Our environment is filled with rich and dynamic acoustic information. When we walk into a cathedral, the reverberations as much as appearance inform us of the sanctuary's wide open space. Similarly, as an object moves around us, we expect the sound emitted to also exhibit this movement. While recent advances in learned implicit functions have led to increasingly higher quality representations of the visual world, there have not been commensurate advances in learning spatial auditory representations. To address this gap, we introduce Neural Acoustic Fields (NAFs), an implicit representation that captures how sounds propagate in a physical scene. By modeling acoustic propagation in a scene as a linear time-invariant system, NAFs learn to continuously map all emitter and listener location pairs to a neural impulse response function that can then be applied to arbitrary sounds. We demonstrate that the continuous nature of NAFs enables us to render spatial acoustics for a listener at an arbitrary location, and can predict sound propagation at novel locations. We further show that the representation learned by NAFs can help improve visual learning with sparse views. Finally, we show that a representation informative of scene structure emerges during the learning of NAFs.
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/.
SampleRNN: An Unconditional End-to-End Neural Audio Generation Model
In this paper we propose a novel model for unconditional audio generation based on generating one audio sample at a time. We show that our model, which profits from combining memory-less modules, namely autoregressive multilayer perceptrons, and stateful recurrent neural networks in a hierarchical structure is able to capture underlying sources of variations in the temporal sequences over very long time spans, on three datasets of different nature. Human evaluation on the generated samples indicate that our model is preferred over competing models. We also show how each component of the model contributes to the exhibited performance.
InstrumentGen: Generating Sample-Based Musical Instruments From Text
We introduce the text-to-instrument task, which aims at generating sample-based musical instruments based on textual prompts. Accordingly, we propose InstrumentGen, a model that extends a text-prompted generative audio framework to condition on instrument family, source type, pitch (across an 88-key spectrum), velocity, and a joint text/audio embedding. Furthermore, we present a differentiable loss function to evaluate the intra-instrument timbral consistency of sample-based instruments. Our results establish a foundational text-to-instrument baseline, extending research in the domain of automatic sample-based instrument generation.
Sheet Music Transformer ++: End-to-End Full-Page Optical Music Recognition for Pianoform Sheet Music
Optical Music Recognition is a field that has progressed significantly, bringing accurate systems that transcribe effectively music scores into digital formats. Despite this, there are still several limitations that hinder OMR from achieving its full potential. Specifically, state of the art OMR still depends on multi-stage pipelines for performing full-page transcription, as well as it has only been demonstrated in monophonic cases, leaving behind very relevant engravings. In this work, we present the Sheet Music Transformer++, an end-to-end model that is able to transcribe full-page polyphonic music scores without the need of a previous Layout Analysis step. This is done thanks to an extensive curriculum learning-based pretraining with synthetic data generation. We conduct several experiments on a full-page extension of a public polyphonic transcription dataset. The experimental outcomes confirm that the model is competent at transcribing full-page pianoform scores, marking a noteworthy milestone in end-to-end OMR transcription.
Compression of Higher Order Ambisonics with Multichannel RVQGAN
A multichannel extension to the RVQGAN neural coding method is proposed, and realized for data-driven compression of third-order Ambisonics audio. The input- and output layers of the generator and discriminator models are modified to accept multiple (16) channels without increasing the model bitrate. We also propose a loss function for accounting for spatial perception in immersive reproduction, and transfer learning from single-channel models. Listening test results with 7.1.4 immersive playback show that the proposed extension is suitable for coding scene-based, 16-channel Ambisonics content with good quality at 16 kbit/s.
Sound Event Localization and Detection of Overlapping Sources Using Convolutional Recurrent Neural Networks
In this paper, we propose a convolutional recurrent neural network for joint sound event localization and detection (SELD) of multiple overlapping sound events in three-dimensional (3D) space. The proposed network takes a sequence of consecutive spectrogram time-frames as input and maps it to two outputs in parallel. As the first output, the sound event detection (SED) is performed as a multi-label classification task on each time-frame producing temporal activity for all the sound event classes. As the second output, localization is performed by estimating the 3D Cartesian coordinates of the direction-of-arrival (DOA) for each sound event class using multi-output regression. The proposed method is able to associate multiple DOAs with respective sound event labels and further track this association with respect to time. The proposed method uses separately the phase and magnitude component of the spectrogram calculated on each audio channel as the feature, thereby avoiding any method- and array-specific feature extraction. The method is evaluated on five Ambisonic and two circular array format datasets with different overlapping sound events in anechoic, reverberant and real-life scenarios. The proposed method is compared with two SED, three DOA estimation, and one SELD baselines. The results show that the proposed method is generic and applicable to any array structures, robust to unseen DOA values, reverberation, and low SNR scenarios. The proposed method achieved a consistently higher recall of the estimated number of DOAs across datasets in comparison to the best baseline. Additionally, this recall was observed to be significantly better than the best baseline method for a higher number of overlapping sound events.
ReCLAP: Improving Zero Shot Audio Classification by Describing Sounds
Open-vocabulary audio-language models, like CLAP, offer a promising approach for zero-shot audio classification (ZSAC) by enabling classification with any arbitrary set of categories specified with natural language prompts. In this paper, we propose a simple but effective method to improve ZSAC with CLAP. Specifically, we shift from the conventional method of using prompts with abstract category labels (e.g., Sound of an organ) to prompts that describe sounds using their inherent descriptive features in a diverse context (e.g.,The organ's deep and resonant tones filled the cathedral.). To achieve this, we first propose ReCLAP, a CLAP model trained with rewritten audio captions for improved understanding of sounds in the wild. These rewritten captions describe each sound event in the original caption using their unique discriminative characteristics. ReCLAP outperforms all baselines on both multi-modal audio-text retrieval and ZSAC. Next, to improve zero-shot audio classification with ReCLAP, we propose prompt augmentation. In contrast to the traditional method of employing hand-written template prompts, we generate custom prompts for each unique label in the dataset. These custom prompts first describe the sound event in the label and then employ them in diverse scenes. Our proposed method improves ReCLAP's performance on ZSAC by 1%-18% and outperforms all baselines by 1% - 55%.
Multitrack Music Transformer
Existing approaches for generating multitrack music with transformer models have been limited in terms of the number of instruments, the length of the music segments and slow inference. This is partly due to the memory requirements of the lengthy input sequences necessitated by existing representations. In this work, we propose a new multitrack music representation that allows a diverse set of instruments while keeping a short sequence length. Our proposed Multitrack Music Transformer (MMT) achieves comparable performance with state-of-the-art systems, landing in between two recently proposed models in a subjective listening test, while achieving substantial speedups and memory reductions over both, making the method attractive for real time improvisation or near real time creative applications. Further, we propose a new measure for analyzing musical self-attention and show that the trained model attends more to notes that form a consonant interval with the current note and to notes that are 4N beats away from the current step.
MusicMagus: Zero-Shot Text-to-Music Editing via Diffusion Models
Recent advances in text-to-music generation models have opened new avenues in musical creativity. However, music generation usually involves iterative refinements, and how to edit the generated music remains a significant challenge. This paper introduces a novel approach to the editing of music generated by such models, enabling the modification of specific attributes, such as genre, mood and instrument, while maintaining other aspects unchanged. Our method transforms text editing to latent space manipulation while adding an extra constraint to enforce consistency. It seamlessly integrates with existing pretrained text-to-music diffusion models without requiring additional training. Experimental results demonstrate superior performance over both zero-shot and certain supervised baselines in style and timbre transfer evaluations. Additionally, we showcase the practical applicability of our approach in real-world music editing scenarios.
Deep Speech: Scaling up end-to-end speech recognition
We present a state-of-the-art speech recognition system developed using end-to-end deep learning. Our architecture is significantly simpler than traditional speech systems, which rely on laboriously engineered processing pipelines; these traditional systems also tend to perform poorly when used in noisy environments. In contrast, our system does not need hand-designed components to model background noise, reverberation, or speaker variation, but instead directly learns a function that is robust to such effects. We do not need a phoneme dictionary, nor even the concept of a "phoneme." Key to our approach is a well-optimized RNN training system that uses multiple GPUs, as well as a set of novel data synthesis techniques that allow us to efficiently obtain a large amount of varied data for training. Our system, called Deep Speech, outperforms previously published results on the widely studied Switchboard Hub5'00, achieving 16.0% error on the full test set. Deep Speech also handles challenging noisy environments better than widely used, state-of-the-art commercial speech systems.
MIDI-DDSP: Detailed Control of Musical Performance via Hierarchical Modeling
Musical expression requires control of both what notes are played, and how they are performed. Conventional audio synthesizers provide detailed expressive controls, but at the cost of realism. Black-box neural audio synthesis and concatenative samplers can produce realistic audio, but have few mechanisms for control. In this work, we introduce MIDI-DDSP a hierarchical model of musical instruments that enables both realistic neural audio synthesis and detailed user control. Starting from interpretable Differentiable Digital Signal Processing (DDSP) synthesis parameters, we infer musical notes and high-level properties of their expressive performance (such as timbre, vibrato, dynamics, and articulation). This creates a 3-level hierarchy (notes, performance, synthesis) that affords individuals the option to intervene at each level, or utilize trained priors (performance given notes, synthesis given performance) for creative assistance. Through quantitative experiments and listening tests, we demonstrate that this hierarchy can reconstruct high-fidelity audio, accurately predict performance attributes for a note sequence, independently manipulate the attributes of a given performance, and as a complete system, generate realistic audio from a novel note sequence. By utilizing an interpretable hierarchy, with multiple levels of granularity, MIDI-DDSP opens the door to assistive tools to empower individuals across a diverse range of musical experience.
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.
SPDER: Semiperiodic Damping-Enabled Object Representation
We present a neural network architecture designed to naturally learn a positional embedding and overcome the spectral bias towards lower frequencies faced by conventional implicit neural representation networks. Our proposed architecture, SPDER, is a simple MLP that uses an activation function composed of a sinusoidal multiplied by a sublinear function, called the damping function. The sinusoidal enables the network to automatically learn the positional embedding of an input coordinate while the damping passes on the actual coordinate value by preventing it from being projected down to within a finite range of values. Our results indicate that SPDERs speed up training by 10x and converge to losses 1,500-50,000x lower than that of the state-of-the-art for image representation. SPDER is also state-of-the-art in audio representation. The superior representation capability allows SPDER to also excel on multiple downstream tasks such as image super-resolution and video frame interpolation. We provide intuition as to why SPDER significantly improves fitting compared to that of other INR methods while requiring no hyperparameter tuning or preprocessing.
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
Music ControlNet: Multiple Time-varying Controls for Music Generation
Text-to-music generation models are now capable of generating high-quality music audio in broad styles. However, text control is primarily suitable for the manipulation of global musical attributes like genre, mood, and tempo, and is less suitable for precise control over time-varying attributes such as the positions of beats in time or the changing dynamics of the music. We propose Music ControlNet, a diffusion-based music generation model that offers multiple precise, time-varying controls over generated audio. To imbue text-to-music models with time-varying control, we propose an approach analogous to pixel-wise control of the image-domain ControlNet method. Specifically, we extract controls from training audio yielding paired data, and fine-tune a diffusion-based conditional generative model over audio spectrograms given melody, dynamics, and rhythm controls. While the image-domain Uni-ControlNet method already allows generation with any subset of controls, we devise a new strategy to allow creators to input controls that are only partially specified in time. We evaluate both on controls extracted from audio and controls we expect creators to provide, demonstrating that we can generate realistic music that corresponds to control inputs in both settings. While few comparable music generation models exist, we benchmark against MusicGen, a recent model that accepts text and melody input, and show that our model generates music that is 49% more faithful to input melodies despite having 35x fewer parameters, training on 11x less data, and enabling two additional forms of time-varying control. Sound examples can be found at https://MusicControlNet.github.io/web/.
Autonomous In-Situ Soundscape Augmentation via Joint Selection of Masker and Gain
The selection of maskers and playback gain levels in a soundscape augmentation system is crucial to its effectiveness in improving the overall acoustic comfort of a given environment. Traditionally, the selection of appropriate maskers and gain levels has been informed by expert opinion, which may not representative of the target population, or by listening tests, which can be time-consuming and labour-intensive. Furthermore, the resulting static choices of masker and gain are often inflexible to the dynamic nature of real-world soundscapes. In this work, we utilized a deep learning model to perform joint selection of the optimal masker and its gain level for a given soundscape. The proposed model was designed with highly modular building blocks, allowing for an optimized inference process that can quickly search through a large number of masker and gain combinations. In addition, we introduced the use of feature-domain soundscape augmentation conditioned on the digital gain level, eliminating the computationally expensive waveform-domain mixing process during inference time, as well as the tedious pre-calibration process required for new maskers. The proposed system was validated on a large-scale dataset of subjective responses to augmented soundscapes with more than 440 participants, ensuring the ability of the model to predict combined effect of the masker and its gain level on the perceptual pleasantness level.
Images that Sound: Composing Images and Sounds on a Single Canvas
Spectrograms are 2D representations of sound that look very different from the images found in our visual world. And natural images, when played as spectrograms, make unnatural sounds. In this paper, we show that it is possible to synthesize spectrograms that simultaneously look like natural images and sound like natural audio. We call these spectrograms images that sound. Our approach is simple and zero-shot, and it leverages pre-trained text-to-image and text-to-spectrogram diffusion models that operate in a shared latent space. During the reverse process, we denoise noisy latents with both the audio and image diffusion models in parallel, resulting in a sample that is likely under both models. Through quantitative evaluations and perceptual studies, we find that our method successfully generates spectrograms that align with a desired audio prompt while also taking the visual appearance of a desired image prompt. Please see our project page for video results: https://ificl.github.io/images-that-sound/