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SubscribeNatural language guidance of high-fidelity text-to-speech with synthetic annotations
Text-to-speech models trained on large-scale datasets have demonstrated impressive in-context learning capabilities and naturalness. However, control of speaker identity and style in these models typically requires conditioning on reference speech recordings, limiting creative applications. Alternatively, natural language prompting of speaker identity and style has demonstrated promising results and provides an intuitive method of control. However, reliance on human-labeled descriptions prevents scaling to large datasets. Our work bridges the gap between these two approaches. We propose a scalable method for labeling various aspects of speaker identity, style, and recording conditions. We then apply this method to a 45k hour dataset, which we use to train a speech language model. Furthermore, we propose simple methods for increasing audio fidelity, significantly outperforming recent work despite relying entirely on found data. Our results demonstrate high-fidelity speech generation in a diverse range of accents, prosodic styles, channel conditions, and acoustic conditions, all accomplished with a single model and intuitive natural language conditioning. Audio samples can be heard at https://text-description-to-speech.com/.
Music2Latent2: Audio Compression with Summary Embeddings and Autoregressive Decoding
Efficiently compressing high-dimensional audio signals into a compact and informative latent space is crucial for various tasks, including generative modeling and music information retrieval (MIR). Existing audio autoencoders, however, often struggle to achieve high compression ratios while preserving audio fidelity and facilitating efficient downstream applications. We introduce Music2Latent2, a novel audio autoencoder that addresses these limitations by leveraging consistency models and a novel approach to representation learning based on unordered latent embeddings, which we call summary embeddings. Unlike conventional methods that encode local audio features into ordered sequences, Music2Latent2 compresses audio signals into sets of summary embeddings, where each embedding can capture distinct global features of the input sample. This enables to achieve higher reconstruction quality at the same compression ratio. To handle arbitrary audio lengths, Music2Latent2 employs an autoregressive consistency model trained on two consecutive audio chunks with causal masking, ensuring coherent reconstruction across segment boundaries. Additionally, we propose a novel two-step decoding procedure that leverages the denoising capabilities of consistency models to further refine the generated audio at no additional cost. Our experiments demonstrate that Music2Latent2 outperforms existing continuous audio autoencoders regarding audio quality and performance on downstream tasks. Music2Latent2 paves the way for new possibilities in audio compression.
AudioStory: Generating Long-Form Narrative Audio with Large Language Models
Recent advances in text-to-audio (TTA) generation excel at synthesizing short audio clips but struggle with long-form narrative audio, which requires temporal coherence and compositional reasoning. To address this gap, we propose AudioStory, a unified framework that integrates large language models (LLMs) with TTA systems to generate structured, long-form audio narratives. AudioStory possesses strong instruction-following reasoning generation capabilities. It employs LLMs to decompose complex narrative queries into temporally ordered sub-tasks with contextual cues, enabling coherent scene transitions and emotional tone consistency. AudioStory has two appealing features: (1) Decoupled bridging mechanism: AudioStory disentangles LLM-diffuser collaboration into two specialized components, i.e., a bridging query for intra-event semantic alignment and a residual query for cross-event coherence preservation. (2) End-to-end training: By unifying instruction comprehension and audio generation within a single end-to-end framework, AudioStory eliminates the need for modular training pipelines while enhancing synergy between components. Furthermore, we establish a benchmark AudioStory-10K, encompassing diverse domains such as animated soundscapes and natural sound narratives. Extensive experiments show the superiority of AudioStory on both single-audio generation and narrative audio generation, surpassing prior TTA baselines in both instruction-following ability and audio fidelity. Our code is available at https://github.com/TencentARC/AudioStory
VibeVoice Technical Report
This report presents VibeVoice, a novel model designed to synthesize long-form speech with multiple speakers by employing next-token diffusion, which is a unified method for modeling continuous data by autoregressively generating latent vectors via diffusion. To enable this, we introduce a novel continuous speech tokenizer that, when compared to the popular Encodec model, improves data compression by 80 times while maintaining comparable performance. The tokenizer effectively preserves audio fidelity while significantly boosting computational efficiency for processing long sequences. Thus, VibeVoice can synthesize long-form speech for up to 90 minutes (in a 64K context window length) with a maximum of 4 speakers, capturing the authentic conversational ``vibe'' and surpassing open-source and proprietary dialogue models.
High-Fidelity Audio Compression with Improved RVQGAN
Language models have been successfully used to model natural signals, such as images, speech, and music. A key component of these models is a high quality neural compression model that can compress high-dimensional natural signals into lower dimensional discrete tokens. To that end, we introduce a high-fidelity universal neural audio compression algorithm that achieves ~90x compression of 44.1 KHz audio into tokens at just 8kbps bandwidth. We achieve this by combining advances in high-fidelity audio generation with better vector quantization techniques from the image domain, along with improved adversarial and reconstruction losses. We compress all domains (speech, environment, music, etc.) with a single universal model, making it widely applicable to generative modeling of all audio. We compare with competing audio compression algorithms, and find our method outperforms them significantly. We provide thorough ablations for every design choice, as well as open-source code and trained model weights. We hope our work can lay the foundation for the next generation of high-fidelity audio modeling.
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.
MirrorMe: Towards Realtime and High Fidelity Audio-Driven Halfbody Animation
Audio-driven portrait animation, which synthesizes realistic videos from reference images using audio signals, faces significant challenges in real-time generation of high-fidelity, temporally coherent animations. While recent diffusion-based methods improve generation quality by integrating audio into denoising processes, their reliance on frame-by-frame UNet architectures introduces prohibitive latency and struggles with temporal consistency. This paper introduces MirrorMe, a real-time, controllable framework built on the LTX video model, a diffusion transformer that compresses video spatially and temporally for efficient latent space denoising. To address LTX's trade-offs between compression and semantic fidelity, we propose three innovations: 1. A reference identity injection mechanism via VAE-encoded image concatenation and self-attention, ensuring identity consistency; 2. A causal audio encoder and adapter tailored to LTX's temporal structure, enabling precise audio-expression synchronization; and 3. A progressive training strategy combining close-up facial training, half-body synthesis with facial masking, and hand pose integration for enhanced gesture control. Extensive experiments on the EMTD Benchmark demonstrate MirrorMe's state-of-the-art performance in fidelity, lip-sync accuracy, and temporal stability.
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}
From Discrete Tokens to High-Fidelity Audio Using Multi-Band Diffusion
Deep generative models can generate high-fidelity audio conditioned on various types of representations (e.g., mel-spectrograms, Mel-frequency Cepstral Coefficients (MFCC)). Recently, such models have been used to synthesize audio waveforms conditioned on highly compressed representations. Although such methods produce impressive results, they are prone to generate audible artifacts when the conditioning is flawed or imperfect. An alternative modeling approach is to use diffusion models. However, these have mainly been used as speech vocoders (i.e., conditioned on mel-spectrograms) or generating relatively low sampling rate signals. In this work, we propose a high-fidelity multi-band diffusion-based framework that generates any type of audio modality (e.g., speech, music, environmental sounds) from low-bitrate discrete representations. At equal bit rate, the proposed approach outperforms state-of-the-art generative techniques in terms of perceptual quality. Training and, evaluation code, along with audio samples, are available on the facebookresearch/audiocraft Github page.
HunyuanVideo-Avatar: High-Fidelity Audio-Driven Human Animation for Multiple Characters
Recent years have witnessed significant progress in audio-driven human animation. However, critical challenges remain in (i) generating highly dynamic videos while preserving character consistency, (ii) achieving precise emotion alignment between characters and audio, and (iii) enabling multi-character audio-driven animation. To address these challenges, we propose HunyuanVideo-Avatar, a multimodal diffusion transformer (MM-DiT)-based model capable of simultaneously generating dynamic, emotion-controllable, and multi-character dialogue videos. Concretely, HunyuanVideo-Avatar introduces three key innovations: (i) A character image injection module is designed to replace the conventional addition-based character conditioning scheme, eliminating the inherent condition mismatch between training and inference. This ensures the dynamic motion and strong character consistency; (ii) An Audio Emotion Module (AEM) is introduced to extract and transfer the emotional cues from an emotion reference image to the target generated video, enabling fine-grained and accurate emotion style control; (iii) A Face-Aware Audio Adapter (FAA) is proposed to isolate the audio-driven character with latent-level face mask, enabling independent audio injection via cross-attention for multi-character scenarios. These innovations empower HunyuanVideo-Avatar to surpass state-of-the-art methods on benchmark datasets and a newly proposed wild dataset, generating realistic avatars in dynamic, immersive scenarios.
GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis
Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.
AudCast: Audio-Driven Human Video Generation by Cascaded Diffusion Transformers
Despite the recent progress of audio-driven video generation, existing methods mostly focus on driving facial movements, leading to non-coherent head and body dynamics. Moving forward, it is desirable yet challenging to generate holistic human videos with both accurate lip-sync and delicate co-speech gestures w.r.t. given audio. In this work, we propose AudCast, a generalized audio-driven human video generation framework adopting a cascade Diffusion-Transformers (DiTs) paradigm, which synthesizes holistic human videos based on a reference image and a given audio. 1) Firstly, an audio-conditioned Holistic Human DiT architecture is proposed to directly drive the movements of any human body with vivid gesture dynamics. 2) Then to enhance hand and face details that are well-knownly difficult to handle, a Regional Refinement DiT leverages regional 3D fitting as the bridge to reform the signals, producing the final results. Extensive experiments demonstrate that our framework generates high-fidelity audio-driven holistic human videos with temporal coherence and fine facial and hand details. Resources can be found at https://guanjz20.github.io/projects/AudCast.
Audio-Driven Emotional 3D Talking-Head Generation
Audio-driven video portrait synthesis is a crucial and useful technology in virtual human interaction and film-making applications. Recent advancements have focused on improving the image fidelity and lip-synchronization. However, generating accurate emotional expressions is an important aspect of realistic talking-head generation, which has remained underexplored in previous works. We present a novel system in this paper for synthesizing high-fidelity, audio-driven video portraits with accurate emotional expressions. Specifically, we utilize a variational autoencoder (VAE)-based audio-to-motion module to generate facial landmarks. These landmarks are concatenated with emotional embeddings to produce emotional landmarks through our motion-to-emotion module. These emotional landmarks are then used to render realistic emotional talking-head video using a Neural Radiance Fields (NeRF)-based emotion-to-video module. Additionally, we propose a pose sampling method that generates natural idle-state (non-speaking) videos in response to silent audio inputs. Extensive experiments demonstrate that our method obtains more accurate emotion generation with higher fidelity.
HiddenSinger: High-Quality Singing Voice Synthesis via Neural Audio Codec and Latent Diffusion Models
Recently, denoising diffusion models have demonstrated remarkable performance among generative models in various domains. However, in the speech domain, the application of diffusion models for synthesizing time-varying audio faces limitations in terms of complexity and controllability, as speech synthesis requires very high-dimensional samples with long-term acoustic features. To alleviate the challenges posed by model complexity in singing voice synthesis, we propose HiddenSinger, a high-quality singing voice synthesis system using a neural audio codec and latent diffusion models. To ensure high-fidelity audio, we introduce an audio autoencoder that can encode audio into an audio codec as a compressed representation and reconstruct the high-fidelity audio from the low-dimensional compressed latent vector. Subsequently, we use the latent diffusion models to sample a latent representation from a musical score. In addition, our proposed model is extended to an unsupervised singing voice learning framework, HiddenSinger-U, to train the model using an unlabeled singing voice dataset. Experimental results demonstrate that our model outperforms previous models in terms of audio quality. Furthermore, the HiddenSinger-U can synthesize high-quality singing voices of speakers trained solely on unlabeled data.
One Quantizer is Enough: Toward a Lightweight Audio Codec
Neural audio codecs have recently gained traction for their ability to compress high-fidelity audio and generate discrete tokens that can be utilized in downstream generative modeling tasks. However, leading approaches often rely on resource-intensive models and multi-quantizer architectures, resulting in considerable computational overhead and constrained real-world applicability. In this paper, we present SQCodec, a lightweight neural audio codec that leverages a single quantizer to address these limitations. SQCodec explores streamlined convolutional networks and local Transformer modules, alongside TConv, a novel mechanism designed to capture acoustic variations across multiple temporal scales, thereby enhancing reconstruction fidelity while reducing model complexity. Extensive experiments across diverse datasets show that SQCodec achieves audio quality comparable to multi-quantizer baselines, while its single-quantizer design offers enhanced adaptability and its lightweight architecture reduces resource consumption by an order of magnitude. The source code is publicly available at https://github.com/zhai-lw/SQCodec.
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 Time-Scale Modification with Temporal Compressing Networks
We propose a novel approach for time-scale modification of audio signals. Unlike traditional methods that rely on the framing technique or the short-time Fourier transform to preserve the frequency during temporal stretching, our neural network model encodes the raw audio into a high-level latent representation, dubbed Neuralgram, where each vector represents 1024 audio sample points. Due to a sufficient compression ratio, we are able to apply arbitrary spatial interpolation of the Neuralgram to perform temporal stretching. Finally, a learned neural decoder synthesizes the time-scaled audio samples based on the stretched Neuralgram representation. Both the encoder and decoder are trained with latent regression losses and adversarial losses in order to obtain high-fidelity audio samples. Despite its simplicity, our method has comparable performance compared to the existing baselines and opens a new possibility in research into modern time-scale modification. Audio samples can be found at https://tsmnet-mmasia23.github.io
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
WaveFlow: A Compact Flow-based Model for Raw Audio
In this work, we propose WaveFlow, a small-footprint generative flow for raw audio, which is directly trained with maximum likelihood. It handles the long-range structure of 1-D waveform with a dilated 2-D convolutional architecture, while modeling the local variations using expressive autoregressive functions. WaveFlow provides a unified view of likelihood-based models for 1-D data, including WaveNet and WaveGlow as special cases. It generates high-fidelity speech as WaveNet, while synthesizing several orders of magnitude faster as it only requires a few sequential steps to generate very long waveforms with hundreds of thousands of time-steps. Furthermore, it can significantly reduce the likelihood gap that has existed between autoregressive models and flow-based models for efficient synthesis. Finally, our small-footprint WaveFlow has only 5.91M parameters, which is 15times smaller than WaveGlow. It can generate 22.05 kHz high-fidelity audio 42.6times faster than real-time (at a rate of 939.3 kHz) on a V100 GPU without engineered inference kernels.
Efficient Neural Audio Synthesis
Sequential models achieve state-of-the-art results in audio, visual and textual domains with respect to both estimating the data distribution and generating high-quality samples. Efficient sampling for this class of models has however remained an elusive problem. With a focus on text-to-speech synthesis, we describe a set of general techniques for reducing sampling time while maintaining high output quality. We first describe a single-layer recurrent neural network, the WaveRNN, with a dual softmax layer that matches the quality of the state-of-the-art WaveNet model. The compact form of the network makes it possible to generate 24kHz 16-bit audio 4x faster than real time on a GPU. Second, we apply a weight pruning technique to reduce the number of weights in the WaveRNN. We find that, for a constant number of parameters, large sparse networks perform better than small dense networks and this relationship holds for sparsity levels beyond 96%. The small number of weights in a Sparse WaveRNN makes it possible to sample high-fidelity audio on a mobile CPU in real time. Finally, we propose a new generation scheme based on subscaling that folds a long sequence into a batch of shorter sequences and allows one to generate multiple samples at once. The Subscale WaveRNN produces 16 samples per step without loss of quality and offers an orthogonal method for increasing sampling efficiency.
ThinkSound: Chain-of-Thought Reasoning in Multimodal Large Language Models for Audio Generation and Editing
While end-to-end video-to-audio generation has greatly improved, producing high-fidelity audio that authentically captures the nuances of visual content remains challenging. Like professionals in the creative industries, such generation requires sophisticated reasoning about items such as visual dynamics, acoustic environments, and temporal relationships. We present ThinkSound, a novel framework that leverages Chain-of-Thought (CoT) reasoning to enable stepwise, interactive audio generation and editing for videos. Our approach decomposes the process into three complementary stages: foundational foley generation that creates semantically coherent soundscapes, interactive object-centric refinement through precise user interactions, and targeted editing guided by natural language instructions. At each stage, a multimodal large language model generates contextually aligned CoT reasoning that guides a unified audio foundation model. Furthermore, we introduce AudioCoT, a comprehensive dataset with structured reasoning annotations that establishes connections between visual content, textual descriptions, and sound synthesis. Experiments demonstrate that ThinkSound achieves state-of-the-art performance in video-to-audio generation across both audio metrics and CoT metrics and excels in out-of-distribution Movie Gen Audio benchmark. The demo page is available at https://ThinkSound-Project.github.io.
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
MM-Diffusion: Learning Multi-Modal Diffusion Models for Joint Audio and Video Generation
We propose the first joint audio-video generation framework that brings engaging watching and listening experiences simultaneously, towards high-quality realistic videos. To generate joint audio-video pairs, we propose a novel Multi-Modal Diffusion model (i.e., MM-Diffusion), with two-coupled denoising autoencoders. In contrast to existing single-modal diffusion models, MM-Diffusion consists of a sequential multi-modal U-Net for a joint denoising process by design. Two subnets for audio and video learn to gradually generate aligned audio-video pairs from Gaussian noises. To ensure semantic consistency across modalities, we propose a novel random-shift based attention block bridging over the two subnets, which enables efficient cross-modal alignment, and thus reinforces the audio-video fidelity for each other. Extensive experiments show superior results in unconditional audio-video generation, and zero-shot conditional tasks (e.g., video-to-audio). In particular, we achieve the best FVD and FAD on Landscape and AIST++ dancing datasets. Turing tests of 10k votes further demonstrate dominant preferences for our model. The code and pre-trained models can be downloaded at https://github.com/researchmm/MM-Diffusion.
HiFi-GAN: Generative Adversarial Networks for Efficient and High Fidelity Speech Synthesis
Several recent work on speech synthesis have employed generative adversarial networks (GANs) to produce raw waveforms. Although such methods improve the sampling efficiency and memory usage, their sample quality has not yet reached that of autoregressive and flow-based generative models. In this work, we propose HiFi-GAN, which achieves both efficient and high-fidelity speech synthesis. As speech audio consists of sinusoidal signals with various periods, we demonstrate that modeling periodic patterns of an audio is crucial for enhancing sample quality. A subjective human evaluation (mean opinion score, MOS) of a single speaker dataset indicates that our proposed method demonstrates similarity to human quality while generating 22.05 kHz high-fidelity audio 167.9 times faster than real-time on a single V100 GPU. We further show the generality of HiFi-GAN to the mel-spectrogram inversion of unseen speakers and end-to-end speech synthesis. Finally, a small footprint version of HiFi-GAN generates samples 13.4 times faster than real-time on CPU with comparable quality to an autoregressive counterpart.
Multi-band Frequency Reconstruction for Neural Psychoacoustic Coding
Achieving high-fidelity audio compression while preserving perceptual quality across diverse content remains a key challenge in Neural Audio Coding (NAC). We introduce MUFFIN, a fully convolutional Neural Psychoacoustic Coding (NPC) framework that leverages psychoacoustically guided multi-band frequency reconstruction. At its core is a Multi-Band Spectral Residual Vector Quantization (MBS-RVQ) module that allocates bitrate across frequency bands based on perceptual salience. This design enables efficient compression while disentangling speaker identity from content using distinct codebooks. MUFFIN incorporates a transformer-inspired convolutional backbone and a modified snake activation to enhance resolution in fine-grained spectral regions. Experimental results on multiple benchmarks demonstrate that MUFFIN consistently outperforms existing approaches in reconstruction quality. A high-compression variant achieves a state-of-the-art 12.5 Hz rate with minimal loss. MUFFIN also proves effective in downstream generative tasks, highlighting its promise as a token representation for integration with language models. Audio samples and code are available.
WaveGrad: Estimating Gradients for Waveform Generation
This paper introduces WaveGrad, a conditional model for waveform generation which estimates gradients of the data density. The model is built on prior work on score matching and diffusion probabilistic models. It starts from a Gaussian white noise signal and iteratively refines the signal via a gradient-based sampler conditioned on the mel-spectrogram. WaveGrad offers a natural way to trade inference speed for sample quality by adjusting the number of refinement steps, and bridges the gap between non-autoregressive and autoregressive models in terms of audio quality. We find that it can generate high fidelity audio samples using as few as six iterations. Experiments reveal WaveGrad to generate high fidelity audio, outperforming adversarial non-autoregressive baselines and matching a strong likelihood-based autoregressive baseline using fewer sequential operations. Audio samples are available at https://wavegrad.github.io/.
E3 TTS: Easy End-to-End Diffusion-based Text to Speech
We propose Easy End-to-End Diffusion-based Text to Speech, a simple and efficient end-to-end text-to-speech model based on diffusion. E3 TTS directly takes plain text as input and generates an audio waveform through an iterative refinement process. Unlike many prior work, E3 TTS does not rely on any intermediate representations like spectrogram features or alignment information. Instead, E3 TTS models the temporal structure of the waveform through the diffusion process. Without relying on additional conditioning information, E3 TTS could support flexible latent structure within the given audio. This enables E3 TTS to be easily adapted for zero-shot tasks such as editing without any additional training. Experiments show that E3 TTS can generate high-fidelity audio, approaching the performance of a state-of-the-art neural TTS system. Audio samples are available at https://e3tts.github.io.
Taming Visually Guided Sound Generation
Recent advances in visually-induced audio generation are based on sampling short, low-fidelity, and one-class sounds. Moreover, sampling 1 second of audio from the state-of-the-art model takes minutes on a high-end GPU. In this work, we propose a single model capable of generating visually relevant, high-fidelity sounds prompted with a set of frames from open-domain videos in less time than it takes to play it on a single GPU. We train a transformer to sample a new spectrogram from the pre-trained spectrogram codebook given the set of video features. The codebook is obtained using a variant of VQGAN trained to produce a compact sampling space with a novel spectrogram-based perceptual loss. The generated spectrogram is transformed into a waveform using a window-based GAN that significantly speeds up generation. Considering the lack of metrics for automatic evaluation of generated spectrograms, we also build a family of metrics called FID and MKL. These metrics are based on a novel sound classifier, called Melception, and designed to evaluate the fidelity and relevance of open-domain samples. Both qualitative and quantitative studies are conducted on small- and large-scale datasets to evaluate the fidelity and relevance of generated samples. We also compare our model to the state-of-the-art and observe a substantial improvement in quality, size, and computation time. Code, demo, and samples: v-iashin.github.io/SpecVQGAN
WaveGrad 2: Iterative Refinement for Text-to-Speech Synthesis
This paper introduces WaveGrad 2, a non-autoregressive generative model for text-to-speech synthesis. WaveGrad 2 is trained to estimate the gradient of the log conditional density of the waveform given a phoneme sequence. The model takes an input phoneme sequence, and through an iterative refinement process, generates an audio waveform. This contrasts to the original WaveGrad vocoder which conditions on mel-spectrogram features, generated by a separate model. The iterative refinement process starts from Gaussian noise, and through a series of refinement steps (e.g., 50 steps), progressively recovers the audio sequence. WaveGrad 2 offers a natural way to trade-off between inference speed and sample quality, through adjusting the number of refinement steps. Experiments show that the model can generate high fidelity audio, approaching the performance of a state-of-the-art neural TTS system. We also report various ablation studies over different model configurations. Audio samples are available at https://wavegrad.github.io/v2.
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.
Multi-instrument Music Synthesis with Spectrogram Diffusion
An ideal music synthesizer should be both interactive and expressive, generating high-fidelity audio in realtime for arbitrary combinations of instruments and notes. Recent neural synthesizers have exhibited a tradeoff between domain-specific models that offer detailed control of only specific instruments, or raw waveform models that can train on any music but with minimal control and slow generation. In this work, we focus on a middle ground of neural synthesizers that can generate audio from MIDI sequences with arbitrary combinations of instruments in realtime. This enables training on a wide range of transcription datasets with a single model, which in turn offers note-level control of composition and instrumentation across a wide range of instruments. We use a simple two-stage process: MIDI to spectrograms with an encoder-decoder Transformer, then spectrograms to audio with a generative adversarial network (GAN) spectrogram inverter. We compare training the decoder as an autoregressive model and as a Denoising Diffusion Probabilistic Model (DDPM) and find that the DDPM approach is superior both qualitatively and as measured by audio reconstruction and Fr\'echet distance metrics. Given the interactivity and generality of this approach, we find this to be a promising first step towards interactive and expressive neural synthesis for arbitrary combinations of instruments and notes.
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.
BigVSAN: Enhancing GAN-based Neural Vocoders with Slicing Adversarial Network
Generative adversarial network (GAN)-based vocoders have been intensively studied because they can synthesize high-fidelity audio waveforms faster than real-time. However, it has been reported that most GANs fail to obtain the optimal projection for discriminating between real and fake data in the feature space. In the literature, it has been demonstrated that slicing adversarial network (SAN), an improved GAN training framework that can find the optimal projection, is effective in the image generation task. In this paper, we investigate the effectiveness of SAN in the vocoding task. For this purpose, we propose a scheme to modify least-squares GAN, which most GAN-based vocoders adopt, so that their loss functions satisfy the requirements of SAN. Through our experiments, we demonstrate that SAN can improve the performance of GAN-based vocoders, including BigVGAN, with small modifications. Our code is available at https://github.com/sony/bigvsan.
BigVGAN: A Universal Neural Vocoder with Large-Scale Training
Despite recent progress in generative adversarial network (GAN)-based vocoders, where the model generates raw waveform conditioned on acoustic features, it is challenging to synthesize high-fidelity audio for numerous speakers across various recording environments. In this work, we present BigVGAN, a universal vocoder that generalizes well for various out-of-distribution scenarios without fine-tuning. We introduce periodic activation function and anti-aliased representation into the GAN generator, which brings the desired inductive bias for audio synthesis and significantly improves audio quality. In addition, we train our GAN vocoder at the largest scale up to 112M parameters, which is unprecedented in the literature. We identify and address the failure modes in large-scale GAN training for audio, while maintaining high-fidelity output without over-regularization. Our BigVGAN, trained only on clean speech (LibriTTS), achieves the state-of-the-art performance for various zero-shot (out-of-distribution) conditions, including unseen speakers, languages, recording environments, singing voices, music, and instrumental audio. We release our code and model at: https://github.com/NVIDIA/BigVGAN
QA-MDT: Quality-aware Masked Diffusion Transformer for Enhanced Music Generation
In recent years, diffusion-based text-to-music (TTM) generation has gained prominence, offering an innovative approach to synthesizing musical content from textual descriptions. Achieving high accuracy and diversity in this generation process requires extensive, high-quality data, including both high-fidelity audio waveforms and detailed text descriptions, which often constitute only a small portion of available datasets. In open-source datasets, issues such as low-quality music waveforms, mislabeling, weak labeling, and unlabeled data significantly hinder the development of music generation models. To address these challenges, we propose a novel paradigm for high-quality music generation that incorporates a quality-aware training strategy, enabling generative models to discern the quality of input music waveforms during training. Leveraging the unique properties of musical signals, we first adapted and implemented a masked diffusion transformer (MDT) model for the TTM task, demonstrating its distinct capacity for quality control and enhanced musicality. Additionally, we address the issue of low-quality captions in TTM with a caption refinement data processing approach. Experiments demonstrate our state-of-the-art (SOTA) performance on MusicCaps and the Song-Describer Dataset. Our demo page can be accessed at https://qa-mdt.github.io/.
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
ComplexDec: A Domain-robust High-fidelity Neural Audio Codec with Complex Spectrum Modeling
Neural audio codecs have been widely adopted in audio-generative tasks because their compact and discrete representations are suitable for both large-language-model-style and regression-based generative models. However, most neural codecs struggle to model out-of-domain audio, resulting in error propagations to downstream generative tasks. In this paper, we first argue that information loss from codec compression degrades out-of-domain robustness. Then, we propose full-band 48~kHz ComplexDec with complex spectral input and output to ease the information loss while adopting the same 24~kbps bitrate as the baseline AuidoDec and ScoreDec. Objective and subjective evaluations demonstrate the out-of-domain robustness of ComplexDec trained using only the 30-hour VCTK corpus.
AudioDec: An Open-source Streaming High-fidelity Neural Audio Codec
A good audio codec for live applications such as telecommunication is characterized by three key properties: (1) compression, i.e.\ the bitrate that is required to transmit the signal should be as low as possible; (2) latency, i.e.\ encoding and decoding the signal needs to be fast enough to enable communication without or with only minimal noticeable delay; and (3) reconstruction quality of the signal. In this work, we propose an open-source, streamable, and real-time neural audio codec that achieves strong performance along all three axes: it can reconstruct highly natural sounding 48~kHz speech signals while operating at only 12~kbps and running with less than 6~ms (GPU)/10~ms (CPU) latency. An efficient training paradigm is also demonstrated for developing such neural audio codecs for real-world scenarios. Both objective and subjective evaluations using the VCTK corpus are provided. To sum up, AudioDec is a well-developed plug-and-play benchmark for audio codec applications.
Efficient Region-Aware Neural Radiance Fields for High-Fidelity Talking Portrait Synthesis
This paper presents ER-NeRF, a novel conditional Neural Radiance Fields (NeRF) based architecture for talking portrait synthesis that can concurrently achieve fast convergence, real-time rendering, and state-of-the-art performance with small model size. Our idea is to explicitly exploit the unequal contribution of spatial regions to guide talking portrait modeling. Specifically, to improve the accuracy of dynamic head reconstruction, a compact and expressive NeRF-based Tri-Plane Hash Representation is introduced by pruning empty spatial regions with three planar hash encoders. For speech audio, we propose a Region Attention Module to generate region-aware condition feature via an attention mechanism. Different from existing methods that utilize an MLP-based encoder to learn the cross-modal relation implicitly, the attention mechanism builds an explicit connection between audio features and spatial regions to capture the priors of local motions. Moreover, a direct and fast Adaptive Pose Encoding is introduced to optimize the head-torso separation problem by mapping the complex transformation of the head pose into spatial coordinates. Extensive experiments demonstrate that our method renders better high-fidelity and audio-lips synchronized talking portrait videos, with realistic details and high efficiency compared to previous methods.
FloWaveNet : A Generative Flow for Raw Audio
Most modern text-to-speech architectures use a WaveNet vocoder for synthesizing high-fidelity waveform audio, but there have been limitations, such as high inference time, in its practical application due to its ancestral sampling scheme. The recently suggested Parallel WaveNet and ClariNet have achieved real-time audio synthesis capability by incorporating inverse autoregressive flow for parallel sampling. However, these approaches require a two-stage training pipeline with a well-trained teacher network and can only produce natural sound by using probability distillation along with auxiliary loss terms. We propose FloWaveNet, a flow-based generative model for raw audio synthesis. FloWaveNet requires only a single-stage training procedure and a single maximum likelihood loss, without any additional auxiliary terms, and it is inherently parallel due to the characteristics of generative flow. The model can efficiently sample raw audio in real-time, with clarity comparable to previous two-stage parallel models. The code and samples for all models, including our FloWaveNet, are publicly available.
V2Meow: Meowing to the Visual Beat via Music Generation
Generating high quality music that complements the visual content of a video is a challenging task. Most existing visual conditioned music generation systems generate symbolic music data, such as MIDI files, instead of raw audio waveform. Given the limited availability of symbolic music data, such methods can only generate music for a few instruments or for specific types of visual input. In this paper, we propose a novel approach called V2Meow that can generate high-quality music audio that aligns well with the visual semantics of a diverse range of video input types. Specifically, the proposed music generation system is a multi-stage autoregressive model which is trained with a number of O(100K) music audio clips paired with video frames, which are mined from in-the-wild music videos, and no parallel symbolic music data is involved. V2Meow is able to synthesize high-fidelity music audio waveform solely conditioned on pre-trained visual features extracted from an arbitrary silent video clip, and it also allows high-level control over the music style of generation examples via supporting text prompts in addition to the video frames conditioning. Through both qualitative and quantitative evaluations, we demonstrate that our model outperforms several existing music generation systems in terms of both visual-audio correspondence and audio quality.
FLEURS-R: A Restored Multilingual Speech Corpus for Generation Tasks
This paper introduces FLEURS-R, a speech restoration applied version of the Few-shot Learning Evaluation of Universal Representations of Speech (FLEURS) corpus. FLEURS-R maintains an N-way parallel speech corpus in 102 languages as FLEURS, with improved audio quality and fidelity by applying the speech restoration model Miipher. The aim of FLEURS-R is to advance speech technology in more languages and catalyze research including text-to-speech (TTS) and other speech generation tasks in low-resource languages. Comprehensive evaluations with the restored speech and TTS baseline models trained from the new corpus show that the new corpus obtained significantly improved speech quality while maintaining the semantic contents of the speech. The corpus is publicly released via Hugging Face.
MM-TTS: Multi-modal Prompt based Style Transfer for Expressive Text-to-Speech Synthesis
The style transfer task in Text-to-Speech refers to the process of transferring style information into text content to generate corresponding speech with a specific style. However, most existing style transfer approaches are either based on fixed emotional labels or reference speech clips, which cannot achieve flexible style transfer. Recently, some methods have adopted text descriptions to guide style transfer. In this paper, we propose a more flexible multi-modal and style controllable TTS framework named MM-TTS. It can utilize any modality as the prompt in unified multi-modal prompt space, including reference speech, emotional facial images, and text descriptions, to control the style of the generated speech in a system. The challenges of modeling such a multi-modal style controllable TTS mainly lie in two aspects:1)aligning the multi-modal information into a unified style space to enable the input of arbitrary modality as the style prompt in a single system, and 2)efficiently transferring the unified style representation into the given text content, thereby empowering the ability to generate prompt style-related voice. To address these problems, we propose an aligned multi-modal prompt encoder that embeds different modalities into a unified style space, supporting style transfer for different modalities. Additionally, we present a new adaptive style transfer method named Style Adaptive Convolutions to achieve a better style representation. Furthermore, we design a Rectified Flow based Refiner to solve the problem of over-smoothing Mel-spectrogram and generate audio of higher fidelity. Since there is no public dataset for multi-modal TTS, we construct a dataset named MEAD-TTS, which is related to the field of expressive talking head. Our experiments on the MEAD-TTS dataset and out-of-domain datasets demonstrate that MM-TTS can achieve satisfactory results based on multi-modal prompts.
High-Fidelity Music Vocoder using Neural Audio Codecs
While neural vocoders have made significant progress in high-fidelity speech synthesis, their application on polyphonic music has remained underexplored. In this work, we propose DisCoder, a neural vocoder that leverages a generative adversarial encoder-decoder architecture informed by a neural audio codec to reconstruct high-fidelity 44.1 kHz audio from mel spectrograms. Our approach first transforms the mel spectrogram into a lower-dimensional representation aligned with the Descript Audio Codec (DAC) latent space before reconstructing it to an audio signal using a fine-tuned DAC decoder. DisCoder achieves state-of-the-art performance in music synthesis on several objective metrics and in a MUSHRA listening study. Our approach also shows competitive performance in speech synthesis, highlighting its potential as a universal vocoder.
AlignHuman: Improving Motion and Fidelity via Timestep-Segment Preference Optimization for Audio-Driven Human Animation
Recent advancements in human video generation and animation tasks, driven by diffusion models, have achieved significant progress. However, expressive and realistic human animation remains challenging due to the trade-off between motion naturalness and visual fidelity. To address this, we propose AlignHuman, a framework that combines Preference Optimization as a post-training technique with a divide-and-conquer training strategy to jointly optimize these competing objectives. Our key insight stems from an analysis of the denoising process across timesteps: (1) early denoising timesteps primarily control motion dynamics, while (2) fidelity and human structure can be effectively managed by later timesteps, even if early steps are skipped. Building on this observation, we propose timestep-segment preference optimization (TPO) and introduce two specialized LoRAs as expert alignment modules, each targeting a specific dimension in its corresponding timestep interval. The LoRAs are trained using their respective preference data and activated in the corresponding intervals during inference to enhance motion naturalness and fidelity. Extensive experiments demonstrate that AlignHuman improves strong baselines and reduces NFEs during inference, achieving a 3.3times speedup (from 100 NFEs to 30 NFEs) with minimal impact on generation quality. Homepage: https://alignhuman.github.io/{https://alignhuman.github.io/}
FlashAudio: Rectified Flows for Fast and High-Fidelity Text-to-Audio Generation
Recent advancements in latent diffusion models (LDMs) have markedly enhanced text-to-audio generation, yet their iterative sampling processes impose substantial computational demands, limiting practical deployment. While recent methods utilizing consistency-based distillation aim to achieve few-step or single-step inference, their one-step performance is constrained by curved trajectories, preventing them from surpassing traditional diffusion models. In this work, we introduce FlashAudio with rectified flows to learn straight flow for fast simulation. To alleviate the inefficient timesteps allocation and suboptimal distribution of noise, FlashAudio optimizes the time distribution of rectified flow with Bifocal Samplers and proposes immiscible flow to minimize the total distance of data-noise pairs in a batch vias assignment. Furthermore, to address the amplified accumulation error caused by the classifier-free guidance (CFG), we propose Anchored Optimization, which refines the guidance scale by anchoring it to a reference trajectory. Experimental results on text-to-audio generation demonstrate that FlashAudio's one-step generation performance surpasses the diffusion-based models with hundreds of sampling steps on audio quality and enables a sampling speed of 400x faster than real-time on a single NVIDIA 4090Ti GPU.
SignalTrain: Profiling Audio Compressors with Deep Neural Networks
In this work we present a data-driven approach for predicting the behavior of (i.e., profiling) a given non-linear audio signal processing effect (henceforth "audio effect"). Our objective is to learn a mapping function that maps the unprocessed audio to the processed by the audio effect to be profiled, using time-domain samples. To that aim, we employ a deep auto-encoder model that is conditioned on both time-domain samples and the control parameters of the target audio effect. As a test-case study, we focus on the offline profiling of two dynamic range compression audio effects, one software-based and the other analog. Compressors were chosen because they are a widely used and important set of effects and because their parameterized nonlinear time-dependent nature makes them a challenging problem for a system aiming to profile "general" audio effects. Results from our experimental procedure show that the primary functional and auditory characteristics of the compressors can be captured, however there is still sufficient audible noise to merit further investigation before such methods are applied to real-world audio processing workflows.
Accelerating High-Fidelity Waveform Generation via Adversarial Flow Matching Optimization
This paper introduces PeriodWave-Turbo, a high-fidelity and high-efficient waveform generation model via adversarial flow matching optimization. Recently, conditional flow matching (CFM) generative models have been successfully adopted for waveform generation tasks, leveraging a single vector field estimation objective for training. Although these models can generate high-fidelity waveform signals, they require significantly more ODE steps compared to GAN-based models, which only need a single generation step. Additionally, the generated samples often lack high-frequency information due to noisy vector field estimation, which fails to ensure high-frequency reproduction. To address this limitation, we enhance pre-trained CFM-based generative models by incorporating a fixed-step generator modification. We utilized reconstruction losses and adversarial feedback to accelerate high-fidelity waveform generation. Through adversarial flow matching optimization, it only requires 1,000 steps of fine-tuning to achieve state-of-the-art performance across various objective metrics. Moreover, we significantly reduce inference speed from 16 steps to 2 or 4 steps. Additionally, by scaling up the backbone of PeriodWave from 29M to 70M parameters for improved generalization, PeriodWave-Turbo achieves unprecedented performance, with a perceptual evaluation of speech quality (PESQ) score of 4.454 on the LibriTTS dataset. Audio samples, source code and checkpoints will be available at https://github.com/sh-lee-prml/PeriodWave.
DiTSE: High-Fidelity Generative Speech Enhancement via Latent Diffusion Transformers
Real-world speech recordings suffer from degradations such as background noise and reverberation. Speech enhancement aims to mitigate these issues by generating clean high-fidelity signals. While recent generative approaches for speech enhancement have shown promising results, they still face two major challenges: (1) content hallucination, where plausible phonemes generated differ from the original utterance; and (2) inconsistency, failing to preserve speaker's identity and paralinguistic features from the input speech. In this work, we introduce DiTSE (Diffusion Transformer for Speech Enhancement), which addresses quality issues of degraded speech in full bandwidth. Our approach employs a latent diffusion transformer model together with robust conditioning features, effectively addressing these challenges while remaining computationally efficient. Experimental results from both subjective and objective evaluations demonstrate that DiTSE achieves state-of-the-art audio quality that, for the first time, matches real studio-quality audio from the DAPS dataset. Furthermore, DiTSE significantly improves the preservation of speaker identity and content fidelity, reducing hallucinations across datasets compared to state-of-the-art enhancers. Audio samples are available at: http://hguimaraes.me/DiTSE
High-Fidelity Speech Synthesis with Minimal Supervision: All Using Diffusion Models
Text-to-speech (TTS) methods have shown promising results in voice cloning, but they require a large number of labeled text-speech pairs. Minimally-supervised speech synthesis decouples TTS by combining two types of discrete speech representations(semantic \& acoustic) and using two sequence-to-sequence tasks to enable training with minimal supervision. However, existing methods suffer from information redundancy and dimension explosion in semantic representation, and high-frequency waveform distortion in discrete acoustic representation. Autoregressive frameworks exhibit typical instability and uncontrollability issues. And non-autoregressive frameworks suffer from prosodic averaging caused by duration prediction models. To address these issues, we propose a minimally-supervised high-fidelity speech synthesis method, where all modules are constructed based on the diffusion models. The non-autoregressive framework enhances controllability, and the duration diffusion model enables diversified prosodic expression. Contrastive Token-Acoustic Pretraining (CTAP) is used as an intermediate semantic representation to solve the problems of information redundancy and dimension explosion in existing semantic coding methods. Mel-spectrogram is used as the acoustic representation. Both semantic and acoustic representations are predicted by continuous variable regression tasks to solve the problem of high-frequency fine-grained waveform distortion. Experimental results show that our proposed method outperforms the baseline method. We provide audio samples on our website.
MobileSpeech: A Fast and High-Fidelity Framework for Mobile Zero-Shot Text-to-Speech
Zero-shot text-to-speech (TTS) has gained significant attention due to its powerful voice cloning capabilities, requiring only a few seconds of unseen speaker voice prompts. However, all previous work has been developed for cloud-based systems. Taking autoregressive models as an example, although these approaches achieve high-fidelity voice cloning, they fall short in terms of inference speed, model size, and robustness. Therefore, we propose MobileSpeech, which is a fast, lightweight, and robust zero-shot text-to-speech system based on mobile devices for the first time. Specifically: 1) leveraging discrete codec, we design a parallel speech mask decoder module called SMD, which incorporates hierarchical information from the speech codec and weight mechanisms across different codec layers during the generation process. Moreover, to bridge the gap between text and speech, we introduce a high-level probabilistic mask that simulates the progression of information flow from less to more during speech generation. 2) For speaker prompts, we extract fine-grained prompt duration from the prompt speech and incorporate text, prompt speech by cross attention in SMD. We demonstrate the effectiveness of MobileSpeech on multilingual datasets at different levels, achieving state-of-the-art results in terms of generating speed and speech quality. MobileSpeech achieves RTF of 0.09 on a single A100 GPU and we have successfully deployed MobileSpeech on mobile devices. Audio samples are available at https://mobilespeech.github.io/ .
High Fidelity Speech Synthesis with Adversarial Networks
Generative adversarial networks have seen rapid development in recent years and have led to remarkable improvements in generative modelling of images. However, their application in the audio domain has received limited attention, and autoregressive models, such as WaveNet, remain the state of the art in generative modelling of audio signals such as human speech. To address this paucity, we introduce GAN-TTS, a Generative Adversarial Network for Text-to-Speech. Our architecture is composed of a conditional feed-forward generator producing raw speech audio, and an ensemble of discriminators which operate on random windows of different sizes. The discriminators analyse the audio both in terms of general realism, as well as how well the audio corresponds to the utterance that should be pronounced. To measure the performance of GAN-TTS, we employ both subjective human evaluation (MOS - Mean Opinion Score), as well as novel quantitative metrics (Fr\'echet DeepSpeech Distance and Kernel DeepSpeech Distance), which we find to be well correlated with MOS. We show that GAN-TTS is capable of generating high-fidelity speech with naturalness comparable to the state-of-the-art models, and unlike autoregressive models, it is highly parallelisable thanks to an efficient feed-forward generator. Listen to GAN-TTS reading this abstract at https://storage.googleapis.com/deepmind-media/research/abstract.wav.
GaussianSpeech: Audio-Driven Gaussian Avatars
We introduce GaussianSpeech, a novel approach that synthesizes high-fidelity animation sequences of photo-realistic, personalized 3D human head avatars from spoken audio. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple speech signal with 3D Gaussian splatting to create realistic, temporally coherent motion sequences. We propose a compact and efficient 3DGS-based avatar representation that generates expression-dependent color and leverages wrinkle- and perceptually-based losses to synthesize facial details, including wrinkles that occur with different expressions. To enable sequence modeling of 3D Gaussian splats with audio, we devise an audio-conditioned transformer model capable of extracting lip and expression features directly from audio input. Due to the absence of high-quality datasets of talking humans in correspondence with audio, we captured a new large-scale multi-view dataset of audio-visual sequences of talking humans with native English accents and diverse facial geometry. GaussianSpeech consistently achieves state-of-the-art performance with visually natural motion at real time rendering rates, while encompassing diverse facial expressions and styles.
LinguaLinker: Audio-Driven Portraits Animation with Implicit Facial Control Enhancement
This study delves into the intricacies of synchronizing facial dynamics with multilingual audio inputs, focusing on the creation of visually compelling, time-synchronized animations through diffusion-based techniques. Diverging from traditional parametric models for facial animation, our approach, termed LinguaLinker, adopts a holistic diffusion-based framework that integrates audio-driven visual synthesis to enhance the synergy between auditory stimuli and visual responses. We process audio features separately and derive the corresponding control gates, which implicitly govern the movements in the mouth, eyes, and head, irrespective of the portrait's origin. The advanced audio-driven visual synthesis mechanism provides nuanced control but keeps the compatibility of output video and input audio, allowing for a more tailored and effective portrayal of distinct personas across different languages. The significant improvements in the fidelity of animated portraits, the accuracy of lip-syncing, and the appropriate motion variations achieved by our method render it a versatile tool for animating any portrait in any language.
MODA: Mapping-Once Audio-driven Portrait Animation with Dual Attentions
Audio-driven portrait animation aims to synthesize portrait videos that are conditioned by given audio. Animating high-fidelity and multimodal video portraits has a variety of applications. Previous methods have attempted to capture different motion modes and generate high-fidelity portrait videos by training different models or sampling signals from given videos. However, lacking correlation learning between lip-sync and other movements (e.g., head pose/eye blinking) usually leads to unnatural results. In this paper, we propose a unified system for multi-person, diverse, and high-fidelity talking portrait generation. Our method contains three stages, i.e., 1) Mapping-Once network with Dual Attentions (MODA) generates talking representation from given audio. In MODA, we design a dual-attention module to encode accurate mouth movements and diverse modalities. 2) Facial composer network generates dense and detailed face landmarks, and 3) temporal-guided renderer syntheses stable videos. Extensive evaluations demonstrate that the proposed system produces more natural and realistic video portraits compared to previous methods.
MusicHiFi: Fast High-Fidelity Stereo Vocoding
Diffusion-based audio and music generation models commonly generate music by constructing an image representation of audio (e.g., a mel-spectrogram) and then converting it to audio using a phase reconstruction model or vocoder. Typical vocoders, however, produce monophonic audio at lower resolutions (e.g., 16-24 kHz), which limits their effectiveness. We propose MusicHiFi -- an efficient high-fidelity stereophonic vocoder. Our method employs a cascade of three generative adversarial networks (GANs) that convert low-resolution mel-spectrograms to audio, upsamples to high-resolution audio via bandwidth expansion, and upmixes to stereophonic audio. Compared to previous work, we propose 1) a unified GAN-based generator and discriminator architecture and training procedure for each stage of our cascade, 2) a new fast, near downsampling-compatible bandwidth extension module, and 3) a new fast downmix-compatible mono-to-stereo upmixer that ensures the preservation of monophonic content in the output. We evaluate our approach using both objective and subjective listening tests and find our approach yields comparable or better audio quality, better spatialization control, and significantly faster inference speed compared to past work. Sound examples are at https://MusicHiFi.github.io/web/.
MagiCodec: Simple Masked Gaussian-Injected Codec for High-Fidelity Reconstruction and Generation
Neural audio codecs have made significant strides in efficiently mapping raw audio waveforms into discrete token representations, which are foundational for contemporary audio generative models. However, most existing codecs are optimized primarily for reconstruction quality, often at the expense of the downstream modelability of the encoded tokens. Motivated by the need to overcome this bottleneck, we introduce MagiCodec, a novel single-layer, streaming Transformer-based audio codec. MagiCodec is designed with a multistage training pipeline that incorporates Gaussian noise injection and latent regularization, explicitly targeting the enhancement of semantic expressiveness in the generated codes while preserving high reconstruction fidelity. We analytically derive the effect of noise injection in the frequency domain, demonstrating its efficacy in attenuating high-frequency components and fostering robust tokenization. Extensive experimental evaluations show that MagiCodec surpasses state-of-the-art codecs in both reconstruction quality and downstream tasks. Notably, the tokens produced by MagiCodec exhibit Zipf-like distributions, as observed in natural languages, thereby improving compatibility with language-model-based generative architectures. The code and pre-trained models are available at https://github.com/Ereboas/MagiCodec.
Stereo-Talker: Audio-driven 3D Human Synthesis with Prior-Guided Mixture-of-Experts
This paper introduces Stereo-Talker, a novel one-shot audio-driven human video synthesis system that generates 3D talking videos with precise lip synchronization, expressive body gestures, temporally consistent photo-realistic quality, and continuous viewpoint control. The process follows a two-stage approach. In the first stage, the system maps audio input to high-fidelity motion sequences, encompassing upper-body gestures and facial expressions. To enrich motion diversity and authenticity, large language model (LLM) priors are integrated with text-aligned semantic audio features, leveraging LLMs' cross-modal generalization power to enhance motion quality. In the second stage, we improve diffusion-based video generation models by incorporating a prior-guided Mixture-of-Experts (MoE) mechanism: a view-guided MoE focuses on view-specific attributes, while a mask-guided MoE enhances region-based rendering stability. Additionally, a mask prediction module is devised to derive human masks from motion data, enhancing the stability and accuracy of masks and enabling mask guiding during inference. We also introduce a comprehensive human video dataset with 2,203 identities, covering diverse body gestures and detailed annotations, facilitating broad generalization. The code, data, and pre-trained models will be released for research purposes.
StyleSync: High-Fidelity Generalized and Personalized Lip Sync in Style-based Generator
Despite recent advances in syncing lip movements with any audio waves, current methods still struggle to balance generation quality and the model's generalization ability. Previous studies either require long-term data for training or produce a similar movement pattern on all subjects with low quality. In this paper, we propose StyleSync, an effective framework that enables high-fidelity lip synchronization. We identify that a style-based generator would sufficiently enable such a charming property on both one-shot and few-shot scenarios. Specifically, we design a mask-guided spatial information encoding module that preserves the details of the given face. The mouth shapes are accurately modified by audio through modulated convolutions. Moreover, our design also enables personalized lip-sync by introducing style space and generator refinement on only limited frames. Thus the identity and talking style of a target person could be accurately preserved. Extensive experiments demonstrate the effectiveness of our method in producing high-fidelity results on a variety of scenes. Resources can be found at https://hangz-nju-cuhk.github.io/projects/StyleSync.
Lightweight and High-Fidelity End-to-End Text-to-Speech with Multi-Band Generation and Inverse Short-Time Fourier Transform
We propose a lightweight end-to-end text-to-speech model using multi-band generation and inverse short-time Fourier transform. Our model is based on VITS, a high-quality end-to-end text-to-speech model, but adopts two changes for more efficient inference: 1) the most computationally expensive component is partially replaced with a simple inverse short-time Fourier transform, and 2) multi-band generation, with fixed or trainable synthesis filters, is used to generate waveforms. Unlike conventional lightweight models, which employ optimization or knowledge distillation separately to train two cascaded components, our method enjoys the full benefits of end-to-end optimization. Experimental results show that our model synthesized speech as natural as that synthesized by VITS, while achieving a real-time factor of 0.066 on an Intel Core i7 CPU, 4.1 times faster than VITS. Moreover, a smaller version of the model significantly outperformed a lightweight baseline model with respect to both naturalness and inference speed. Code and audio samples are available from https://github.com/MasayaKawamura/MB-iSTFT-VITS.
Wan-S2V: Audio-Driven Cinematic Video Generation
Current state-of-the-art (SOTA) methods for audio-driven character animation demonstrate promising performance for scenarios primarily involving speech and singing. However, they often fall short in more complex film and television productions, which demand sophisticated elements such as nuanced character interactions, realistic body movements, and dynamic camera work. To address this long-standing challenge of achieving film-level character animation, we propose an audio-driven model, which we refere to as Wan-S2V, built upon Wan. Our model achieves significantly enhanced expressiveness and fidelity in cinematic contexts compared to existing approaches. We conducted extensive experiments, benchmarking our method against cutting-edge models such as Hunyuan-Avatar and Omnihuman. The experimental results consistently demonstrate that our approach significantly outperforms these existing solutions. Additionally, we explore the versatility of our method through its applications in long-form video generation and precise video lip-sync editing.
ReSyncer: Rewiring Style-based Generator for Unified Audio-Visually Synced Facial Performer
Lip-syncing videos with given audio is the foundation for various applications including the creation of virtual presenters or performers. While recent studies explore high-fidelity lip-sync with different techniques, their task-orientated models either require long-term videos for clip-specific training or retain visible artifacts. In this paper, we propose a unified and effective framework ReSyncer, that synchronizes generalized audio-visual facial information. The key design is revisiting and rewiring the Style-based generator to efficiently adopt 3D facial dynamics predicted by a principled style-injected Transformer. By simply re-configuring the information insertion mechanisms within the noise and style space, our framework fuses motion and appearance with unified training. Extensive experiments demonstrate that ReSyncer not only produces high-fidelity lip-synced videos according to audio, but also supports multiple appealing properties that are suitable for creating virtual presenters and performers, including fast personalized fine-tuning, video-driven lip-syncing, the transfer of speaking styles, and even face swapping. Resources can be found at https://guanjz20.github.io/projects/ReSyncer.
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.
FLowHigh: Towards Efficient and High-Quality Audio Super-Resolution with Single-Step Flow Matching
Audio super-resolution is challenging owing to its ill-posed nature. Recently, the application of diffusion models in audio super-resolution has shown promising results in alleviating this challenge. However, diffusion-based models have limitations, primarily the necessity for numerous sampling steps, which causes significantly increased latency when synthesizing high-quality audio samples. In this paper, we propose FLowHigh, a novel approach that integrates flow matching, a highly efficient generative model, into audio super-resolution. We also explore probability paths specially tailored for audio super-resolution, which effectively capture high-resolution audio distributions, thereby enhancing reconstruction quality. The proposed method generates high-fidelity, high-resolution audio through a single-step sampling process across various input sampling rates. The experimental results on the VCTK benchmark dataset demonstrate that FLowHigh achieves state-of-the-art performance in audio super-resolution, as evaluated by log-spectral distance and ViSQOL while maintaining computational efficiency with only a single-step sampling process.
Democratizing High-Fidelity Co-Speech Gesture Video Generation
Co-speech gesture video generation aims to synthesize realistic, audio-aligned videos of speakers, complete with synchronized facial expressions and body gestures. This task presents challenges due to the significant one-to-many mapping between audio and visual content, further complicated by the scarcity of large-scale public datasets and high computational demands. We propose a lightweight framework that utilizes 2D full-body skeletons as an efficient auxiliary condition to bridge audio signals with visual outputs. Our approach introduces a diffusion model conditioned on fine-grained audio segments and a skeleton extracted from the speaker's reference image, predicting skeletal motions through skeleton-audio feature fusion to ensure strict audio coordination and body shape consistency. The generated skeletons are then fed into an off-the-shelf human video generation model with the speaker's reference image to synthesize high-fidelity videos. To democratize research, we present CSG-405-the first public dataset with 405 hours of high-resolution videos across 71 speech types, annotated with 2D skeletons and diverse speaker demographics. Experiments show that our method exceeds state-of-the-art approaches in visual quality and synchronization while generalizing across speakers and contexts. Code, models, and CSG-405 are publicly released at https://mpi-lab.github.io/Democratizing-CSG/
Hallo4: High-Fidelity Dynamic Portrait Animation via Direct Preference Optimization and Temporal Motion Modulation
Generating highly dynamic and photorealistic portrait animations driven by audio and skeletal motion remains challenging due to the need for precise lip synchronization, natural facial expressions, and high-fidelity body motion dynamics. We propose a human-preference-aligned diffusion framework that addresses these challenges through two key innovations. First, we introduce direct preference optimization tailored for human-centric animation, leveraging a curated dataset of human preferences to align generated outputs with perceptual metrics for portrait motion-video alignment and naturalness of expression. Second, the proposed temporal motion modulation resolves spatiotemporal resolution mismatches by reshaping motion conditions into dimensionally aligned latent features through temporal channel redistribution and proportional feature expansion, preserving the fidelity of high-frequency motion details in diffusion-based synthesis. The proposed mechanism is complementary to existing UNet and DiT-based portrait diffusion approaches, and experiments demonstrate obvious improvements in lip-audio synchronization, expression vividness, body motion coherence over baseline methods, alongside notable gains in human preference metrics. Our model and source code can be found at: https://github.com/xyz123xyz456/hallo4.
JEAN: Joint Expression and Audio-guided NeRF-based Talking Face Generation
We introduce a novel method for joint expression and audio-guided talking face generation. Recent approaches either struggle to preserve the speaker identity or fail to produce faithful facial expressions. To address these challenges, we propose a NeRF-based network. Since we train our network on monocular videos without any ground truth, it is essential to learn disentangled representations for audio and expression. We first learn audio features in a self-supervised manner, given utterances from multiple subjects. By incorporating a contrastive learning technique, we ensure that the learned audio features are aligned to the lip motion and disentangled from the muscle motion of the rest of the face. We then devise a transformer-based architecture that learns expression features, capturing long-range facial expressions and disentangling them from the speech-specific mouth movements. Through quantitative and qualitative evaluation, we demonstrate that our method can synthesize high-fidelity talking face videos, achieving state-of-the-art facial expression transfer along with lip synchronization to unseen audio.
DiffWave: A Versatile Diffusion Model for Audio Synthesis
In this work, we propose DiffWave, a versatile diffusion probabilistic model for conditional and unconditional waveform generation. The model is non-autoregressive, and converts the white noise signal into structured waveform through a Markov chain with a constant number of steps at synthesis. It is efficiently trained by optimizing a variant of variational bound on the data likelihood. DiffWave produces high-fidelity audios in different waveform generation tasks, including neural vocoding conditioned on mel spectrogram, class-conditional generation, and unconditional generation. We demonstrate that DiffWave matches a strong WaveNet vocoder in terms of speech quality (MOS: 4.44 versus 4.43), while synthesizing orders of magnitude faster. In particular, it significantly outperforms autoregressive and GAN-based waveform models in the challenging unconditional generation task in terms of audio quality and sample diversity from various automatic and human evaluations.
SpeakerVid-5M: A Large-Scale High-Quality Dataset for Audio-Visual Dyadic Interactive Human Generation
The rapid development of large-scale models has catalyzed significant breakthroughs in the digital human domain. These advanced methodologies offer high-fidelity solutions for avatar driving and rendering, leading academia to focus on the next major challenge: audio-visual dyadic interactive virtual human. To facilitate research in this emerging area, we present SpeakerVid-5M dataset, the first large-scale, high-quality dataset designed for audio-visual dyadic interactive virtual human generation. Totaling over 8,743 hours, SpeakerVid-5M contains more than 5.2 million video clips of human portraits. It covers diverse scales and interaction types, including monadic talking, listening, and dyadic conversations. Crucially, the dataset is structured along two key dimensions: interaction type and data quality. First, it is categorized into four types (dialogue branch, single branch, listening branch and multi-turn branch) based on the interaction scenario. Second, it is stratified into a large-scale pre-training subset and a curated, high-quality subset for Supervised Fine-Tuning (SFT). This dual structure accommodates a wide array of 2D virtual human tasks. In addition, we provide an autoregressive (AR)-based video chat baseline trained on this data, accompanied by a dedicated set of metrics and test data to serve as a benchmark VidChatBench for future work. Both the dataset and the corresponding data processing code will be publicly released. Project page: https://dorniwang.github.io/SpeakerVid-5M/
Analyzable Chain-of-Musical-Thought Prompting for High-Fidelity Music Generation
Autoregressive (AR) models have demonstrated impressive capabilities in generating high-fidelity music. However, the conventional next-token prediction paradigm in AR models does not align with the human creative process in music composition, potentially compromising the musicality of generated samples. To overcome this limitation, we introduce MusiCoT, a novel chain-of-thought (CoT) prompting technique tailored for music generation. MusiCoT empowers the AR model to first outline an overall music structure before generating audio tokens, thereby enhancing the coherence and creativity of the resulting compositions. By leveraging the contrastive language-audio pretraining (CLAP) model, we establish a chain of "musical thoughts", making MusiCoT scalable and independent of human-labeled data, in contrast to conventional CoT methods. Moreover, MusiCoT allows for in-depth analysis of music structure, such as instrumental arrangements, and supports music referencing -- accepting variable-length audio inputs as optional style references. This innovative approach effectively addresses copying issues, positioning MusiCoT as a vital practical method for music prompting. Our experimental results indicate that MusiCoT consistently achieves superior performance across both objective and subjective metrics, producing music quality that rivals state-of-the-art generation models. Our samples are available at https://MusiCoT.github.io/.
Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset TexTalk4D, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework TexTalker to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.
SNAC: Multi-Scale Neural Audio Codec
Neural audio codecs have recently gained popularity because they can represent audio signals with high fidelity at very low bitrates, making it feasible to use language modeling approaches for audio generation and understanding. Residual Vector Quantization (RVQ) has become the standard technique for neural audio compression using a cascade of VQ codebooks. This paper proposes the Multi-Scale Neural Audio Codec, a simple extension of RVQ where the quantizers can operate at different temporal resolutions. By applying a hierarchy of quantizers at variable frame rates, the codec adapts to the audio structure across multiple timescales. This leads to more efficient compression, as demonstrated by extensive objective and subjective evaluations. The code and model weights are open-sourced at https://github.com/hubertsiuzdak/snac.
JEN-1 Composer: A Unified Framework for High-Fidelity Multi-Track Music Generation
With rapid advances in generative artificial intelligence, the text-to-music synthesis task has emerged as a promising direction for music generation from scratch. However, finer-grained control over multi-track generation remains an open challenge. Existing models exhibit strong raw generation capability but lack the flexibility to compose separate tracks and combine them in a controllable manner, differing from typical workflows of human composers. To address this issue, we propose JEN-1 Composer, a unified framework to efficiently model marginal, conditional, and joint distributions over multi-track music via a single model. JEN-1 Composer framework exhibits the capacity to seamlessly incorporate any diffusion-based music generation system, e.g. Jen-1, enhancing its capacity for versatile multi-track music generation. We introduce a curriculum training strategy aimed at incrementally instructing the model in the transition from single-track generation to the flexible generation of multi-track combinations. During the inference, users have the ability to iteratively produce and choose music tracks that meet their preferences, subsequently creating an entire musical composition incrementally following the proposed Human-AI co-composition workflow. Quantitative and qualitative assessments demonstrate state-of-the-art performance in controllable and high-fidelity multi-track music synthesis. The proposed JEN-1 Composer represents a significant advance toward interactive AI-facilitated music creation and composition. Demos will be available at https://jenmusic.ai/audio-demos.
EDMSound: Spectrogram Based Diffusion Models for Efficient and High-Quality Audio Synthesis
Audio diffusion models can synthesize a wide variety of sounds. Existing models often operate on the latent domain with cascaded phase recovery modules to reconstruct waveform. This poses challenges when generating high-fidelity audio. In this paper, we propose EDMSound, a diffusion-based generative model in spectrogram domain under the framework of elucidated diffusion models (EDM). Combining with efficient deterministic sampler, we achieved similar Fr\'echet audio distance (FAD) score as top-ranked baseline with only 10 steps and reached state-of-the-art performance with 50 steps on the DCASE2023 foley sound generation benchmark. We also revealed a potential concern regarding diffusion based audio generation models that they tend to generate samples with high perceptual similarity to the data from training data. Project page: https://agentcooper2002.github.io/EDMSound/
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.
High-Fidelity Simultaneous Speech-To-Speech Translation
We introduce Hibiki, a decoder-only model for simultaneous speech translation. Hibiki leverages a multistream language model to synchronously process source and target speech, and jointly produces text and audio tokens to perform speech-to-text and speech-to-speech translation. We furthermore address the fundamental challenge of simultaneous interpretation, which unlike its consecutive counterpart, where one waits for the end of the source utterance to start translating, adapts its flow to accumulate just enough context to produce a correct translation in real-time, chunk by chunk. To do so, we introduce a weakly-supervised method that leverages the perplexity of an off-the-shelf text translation system to identify optimal delays on a per-word basis and create aligned synthetic data. After supervised training, Hibiki performs adaptive, simultaneous speech translation with vanilla temperature sampling. On a French-English simultaneous speech translation task, Hibiki demonstrates state-of-the-art performance in translation quality, speaker fidelity and naturalness. Moreover, the simplicity of its inference process makes it compatible with batched translation and even real-time on-device deployment. We provide examples as well as models and inference code.
SkyReels-Audio: Omni Audio-Conditioned Talking Portraits in Video Diffusion Transformers
The generation and editing of audio-conditioned talking portraits guided by multimodal inputs, including text, images, and videos, remains under explored. In this paper, we present SkyReels-Audio, a unified framework for synthesizing high-fidelity and temporally coherent talking portrait videos. Built upon pretrained video diffusion transformers, our framework supports infinite-length generation and editing, while enabling diverse and controllable conditioning through multimodal inputs. We employ a hybrid curriculum learning strategy to progressively align audio with facial motion, enabling fine-grained multimodal control over long video sequences. To enhance local facial coherence, we introduce a facial mask loss and an audio-guided classifier-free guidance mechanism. A sliding-window denoising approach further fuses latent representations across temporal segments, ensuring visual fidelity and temporal consistency across extended durations and diverse identities. More importantly, we construct a dedicated data pipeline for curating high-quality triplets consisting of synchronized audio, video, and textual descriptions. Comprehensive benchmark evaluations show that SkyReels-Audio achieves superior performance in lip-sync accuracy, identity consistency, and realistic facial dynamics, particularly under complex and challenging conditions.
FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models
We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.
RealTalk: Real-time and Realistic Audio-driven Face Generation with 3D Facial Prior-guided Identity Alignment Network
Person-generic audio-driven face generation is a challenging task in computer vision. Previous methods have achieved remarkable progress in audio-visual synchronization, but there is still a significant gap between current results and practical applications. The challenges are two-fold: 1) Preserving unique individual traits for achieving high-precision lip synchronization. 2) Generating high-quality facial renderings in real-time performance. In this paper, we propose a novel generalized audio-driven framework RealTalk, which consists of an audio-to-expression transformer and a high-fidelity expression-to-face renderer. In the first component, we consider both identity and intra-personal variation features related to speaking lip movements. By incorporating cross-modal attention on the enriched facial priors, we can effectively align lip movements with audio, thus attaining greater precision in expression prediction. In the second component, we design a lightweight facial identity alignment (FIA) module which includes a lip-shape control structure and a face texture reference structure. This novel design allows us to generate fine details in real-time, without depending on sophisticated and inefficient feature alignment modules. Our experimental results, both quantitative and qualitative, on public datasets demonstrate the clear advantages of our method in terms of lip-speech synchronization and generation quality. Furthermore, our method is efficient and requires fewer computational resources, making it well-suited to meet the needs of practical applications.
Step-Audio-AQAA: a Fully End-to-End Expressive Large Audio Language Model
Large Audio-Language Models (LALMs) have significantly advanced intelligent human-computer interaction, yet their reliance on text-based outputs limits their ability to generate natural speech responses directly, hindering seamless audio interactions. To address this, we introduce Step-Audio-AQAA, a fully end-to-end LALM designed for Audio Query-Audio Answer (AQAA) tasks. The model integrates a dual-codebook audio tokenizer for linguistic and semantic feature extraction, a 130-billion-parameter backbone LLM and a neural vocoder for high-fidelity speech synthesis. Our post-training approach employs interleaved token-output of text and audio to enhance semantic coherence and combines Direct Preference Optimization (DPO) with model merge to improve performance. Evaluations on the StepEval-Audio-360 benchmark demonstrate that Step-Audio-AQAA excels especially in speech control, outperforming the state-of-art LALMs in key areas. This work contributes a promising solution for end-to-end LALMs and highlights the critical role of token-based vocoder in enhancing overall performance for AQAA tasks.
V2A-Mapper: A Lightweight Solution for Vision-to-Audio Generation by Connecting Foundation Models
Building artificial intelligence (AI) systems on top of a set of foundation models (FMs) is becoming a new paradigm in AI research. Their representative and generative abilities learnt from vast amounts of data can be easily adapted and transferred to a wide range of downstream tasks without extra training from scratch. However, leveraging FMs in cross-modal generation remains under-researched when audio modality is involved. On the other hand, automatically generating semantically-relevant sound from visual input is an important problem in cross-modal generation studies. To solve this vision-to-audio (V2A) generation problem, existing methods tend to design and build complex systems from scratch using modestly sized datasets. In this paper, we propose a lightweight solution to this problem by leveraging foundation models, specifically CLIP, CLAP, and AudioLDM. We first investigate the domain gap between the latent space of the visual CLIP and the auditory CLAP models. Then we propose a simple yet effective mapper mechanism (V2A-Mapper) to bridge the domain gap by translating the visual input between CLIP and CLAP spaces. Conditioned on the translated CLAP embedding, pretrained audio generative FM AudioLDM is adopted to produce high-fidelity and visually-aligned sound. Compared to previous approaches, our method only requires a quick training of the V2A-Mapper. We further analyze and conduct extensive experiments on the choice of the V2A-Mapper and show that a generative mapper is better at fidelity and variability (FD) while a regression mapper is slightly better at relevance (CS). Both objective and subjective evaluation on two V2A datasets demonstrate the superiority of our proposed method compared to current state-of-the-art approaches - trained with 86% fewer parameters but achieving 53% and 19% improvement in FD and CS, respectively.
RAP: Real-time Audio-driven Portrait Animation with Video Diffusion Transformer
Audio-driven portrait animation aims to synthesize realistic and natural talking head videos from an input audio signal and a single reference image. While existing methods achieve high-quality results by leveraging high-dimensional intermediate representations and explicitly modeling motion dynamics, their computational complexity renders them unsuitable for real-time deployment. Real-time inference imposes stringent latency and memory constraints, often necessitating the use of highly compressed latent representations. However, operating in such compact spaces hinders the preservation of fine-grained spatiotemporal details, thereby complicating audio-visual synchronization RAP (Real-time Audio-driven Portrait animation), a unified framework for generating high-quality talking portraits under real-time constraints. Specifically, RAP introduces a hybrid attention mechanism for fine-grained audio control, and a static-dynamic training-inference paradigm that avoids explicit motion supervision. Through these techniques, RAP achieves precise audio-driven control, mitigates long-term temporal drift, and maintains high visual fidelity. Extensive experiments demonstrate that RAP achieves state-of-the-art performance while operating under real-time constraints.
X-Actor: Emotional and Expressive Long-Range Portrait Acting from Audio
We present X-Actor, a novel audio-driven portrait animation framework that generates lifelike, emotionally expressive talking head videos from a single reference image and an input audio clip. Unlike prior methods that emphasize lip synchronization and short-range visual fidelity in constrained speaking scenarios, X-Actor enables actor-quality, long-form portrait performance capturing nuanced, dynamically evolving emotions that flow coherently with the rhythm and content of speech. Central to our approach is a two-stage decoupled generation pipeline: an audio-conditioned autoregressive diffusion model that predicts expressive yet identity-agnostic facial motion latent tokens within a long temporal context window, followed by a diffusion-based video synthesis module that translates these motions into high-fidelity video animations. By operating in a compact facial motion latent space decoupled from visual and identity cues, our autoregressive diffusion model effectively captures long-range correlations between audio and facial dynamics through a diffusion-forcing training paradigm, enabling infinite-length emotionally-rich motion prediction without error accumulation. Extensive experiments demonstrate that X-Actor produces compelling, cinematic-style performances that go beyond standard talking head animations and achieves state-of-the-art results in long-range, audio-driven emotional portrait acting.
LLIA -- Enabling Low-Latency Interactive Avatars: Real-Time Audio-Driven Portrait Video Generation with Diffusion Models
Diffusion-based models have gained wide adoption in the virtual human generation due to their outstanding expressiveness. However, their substantial computational requirements have constrained their deployment in real-time interactive avatar applications, where stringent speed, latency, and duration requirements are paramount. We present a novel audio-driven portrait video generation framework based on the diffusion model to address these challenges. Firstly, we propose robust variable-length video generation to reduce the minimum time required to generate the initial video clip or state transitions, which significantly enhances the user experience. Secondly, we propose a consistency model training strategy for Audio-Image-to-Video to ensure real-time performance, enabling a fast few-step generation. Model quantization and pipeline parallelism are further employed to accelerate the inference speed. To mitigate the stability loss incurred by the diffusion process and model quantization, we introduce a new inference strategy tailored for long-duration video generation. These methods ensure real-time performance and low latency while maintaining high-fidelity output. Thirdly, we incorporate class labels as a conditional input to seamlessly switch between speaking, listening, and idle states. Lastly, we design a novel mechanism for fine-grained facial expression control to exploit our model's inherent capacity. Extensive experiments demonstrate that our approach achieves low-latency, fluid, and authentic two-way communication. On an NVIDIA RTX 4090D, our model achieves a maximum of 78 FPS at a resolution of 384x384 and 45 FPS at a resolution of 512x512, with an initial video generation latency of 140 ms and 215 ms, respectively.
InspireMusic: Integrating Super Resolution and Large Language Model for High-Fidelity Long-Form Music Generation
We introduce InspireMusic, a framework integrated super resolution and large language model for high-fidelity long-form music generation. A unified framework generates high-fidelity music, songs, and audio, which incorporates an autoregressive transformer with a super-resolution flow-matching model. This framework enables the controllable generation of high-fidelity long-form music at a higher sampling rate from both text and audio prompts. Our model differs from previous approaches, as we utilize an audio tokenizer with one codebook that contains richer semantic information, thereby reducing training costs and enhancing efficiency. This combination enables us to achieve high-quality audio generation with long-form coherence of up to 8 minutes. Then, an autoregressive transformer model based on Qwen 2.5 predicts audio tokens. Next, we employ a super-resolution flow-matching model to generate high-sampling rate audio with fine-grained details learned from an acoustic codec model. Comprehensive experiments show that the InspireMusic-1.5B-Long model has a comparable performance to recent top-tier open-source systems, including MusicGen and Stable Audio 2.0, on subjective and objective evaluations. The code and pre-trained models are released at https://github.com/FunAudioLLM/InspireMusic.
EmoTalk3D: High-Fidelity Free-View Synthesis of Emotional 3D Talking Head
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a `Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model enables controllable emotion in the generated talking heads and can be rendered in wide-range views. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset are released at https://nju-3dv.github.io/projects/EmoTalk3D.
FA-GAN: Artifacts-free and Phase-aware High-fidelity GAN-based Vocoder
Generative adversarial network (GAN) based vocoders have achieved significant attention in speech synthesis with high quality and fast inference speed. However, there still exist many noticeable spectral artifacts, resulting in the quality decline of synthesized speech. In this work, we adopt a novel GAN-based vocoder designed for few artifacts and high fidelity, called FA-GAN. To suppress the aliasing artifacts caused by non-ideal upsampling layers in high-frequency components, we introduce the anti-aliased twin deconvolution module in the generator. To alleviate blurring artifacts and enrich the reconstruction of spectral details, we propose a novel fine-grained multi-resolution real and imaginary loss to assist in the modeling of phase information. Experimental results reveal that FA-GAN outperforms the compared approaches in promoting audio quality and alleviating spectral artifacts, and exhibits superior performance when applied to unseen speaker scenarios.
WaveNet: A Generative Model for Raw Audio
This paper introduces WaveNet, a deep neural network for generating raw audio waveforms. The model is fully probabilistic and autoregressive, with the predictive distribution for each audio sample conditioned on all previous ones; nonetheless we show that it can be efficiently trained on data with tens of thousands of samples per second of audio. When applied to text-to-speech, it yields state-of-the-art performance, with human listeners rating it as significantly more natural sounding than the best parametric and concatenative systems for both English and Mandarin. A single WaveNet can capture the characteristics of many different speakers with equal fidelity, and can switch between them by conditioning on the speaker identity. When trained to model music, we find that it generates novel and often highly realistic musical fragments. We also show that it can be employed as a discriminative model, returning promising results for phoneme recognition.
Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets
While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.
EVA-GAN: Enhanced Various Audio Generation via Scalable Generative Adversarial Networks
The advent of Large Models marks a new era in machine learning, significantly outperforming smaller models by leveraging vast datasets to capture and synthesize complex patterns. Despite these advancements, the exploration into scaling, especially in the audio generation domain, remains limited, with previous efforts didn't extend into the high-fidelity (HiFi) 44.1kHz domain and suffering from both spectral discontinuities and blurriness in the high-frequency domain, alongside a lack of robustness against out-of-domain data. These limitations restrict the applicability of models to diverse use cases, including music and singing generation. Our work introduces Enhanced Various Audio Generation via Scalable Generative Adversarial Networks (EVA-GAN), yields significant improvements over previous state-of-the-art in spectral and high-frequency reconstruction and robustness in out-of-domain data performance, enabling the generation of HiFi audios by employing an extensive dataset of 36,000 hours of 44.1kHz audio, a context-aware module, a Human-In-The-Loop artifact measurement toolkit, and expands the model to approximately 200 million parameters. Demonstrations of our work are available at https://double-blind-eva-gan.cc.
Re-Bottleneck: Latent Re-Structuring for Neural Audio Autoencoders
Neural audio codecs and autoencoders have emerged as versatile models for audio compression, transmission, feature-extraction, and latent-space generation. However, a key limitation is that most are trained to maximize reconstruction fidelity, often neglecting the specific latent structure necessary for optimal performance in diverse downstream applications. We propose a simple, post-hoc framework to address this by modifying the bottleneck of a pre-trained autoencoder. Our method introduces a "Re-Bottleneck", an inner bottleneck trained exclusively through latent space losses to instill user-defined structure. We demonstrate the framework's effectiveness in three experiments. First, we enforce an ordering on latent channels without sacrificing reconstruction quality. Second, we align latents with semantic embeddings, analyzing the impact on downstream diffusion modeling. Third, we introduce equivariance, ensuring that a filtering operation on the input waveform directly corresponds to a specific transformation in the latent space. Ultimately, our Re-Bottleneck framework offers a flexible and efficient way to tailor representations of neural audio models, enabling them to seamlessly meet the varied demands of different applications with minimal additional training.
Speech Bandwidth Expansion Via High Fidelity Generative Adversarial Networks
Speech bandwidth expansion is crucial for expanding the frequency range of low-bandwidth speech signals, thereby improving audio quality, clarity and perceptibility in digital applications. Its applications span telephony, compression, text-to-speech synthesis, and speech recognition. This paper presents a novel approach using a high-fidelity generative adversarial network, unlike cascaded systems, our system is trained end-to-end on paired narrowband and wideband speech signals. Our method integrates various bandwidth upsampling ratios into a single unified model specifically designed for speech bandwidth expansion applications. Our approach exhibits robust performance across various bandwidth expansion factors, including those not encountered during training, demonstrating zero-shot capability. To the best of our knowledge, this is the first work to showcase this capability. The experimental results demonstrate that our method outperforms previous end-to-end approaches, as well as interpolation and traditional techniques, showcasing its effectiveness in practical speech enhancement applications.
BAE-Net: A Low complexity and high fidelity Bandwidth-Adaptive neural network for speech super-resolution
Speech bandwidth extension (BWE) has demonstrated promising performance in enhancing the perceptual speech quality in real communication systems. Most existing BWE researches primarily focus on fixed upsampling ratios, disregarding the fact that the effective bandwidth of captured audio may fluctuate frequently due to various capturing devices and transmission conditions. In this paper, we propose a novel streaming adaptive bandwidth extension solution dubbed BAE-Net, which is suitable to handle the low-resolution speech with unknown and varying effective bandwidth. To address the challenges of recovering both the high-frequency magnitude and phase speech content blindly, we devise a dual-stream architecture that incorporates the magnitude inpainting and phase refinement. For potential applications on edge devices, this paper also introduces BAE-NET-lite, which is a lightweight, streaming and efficient framework. Quantitative results demonstrate the superiority of BAE-Net in terms of both performance and computational efficiency when compared with existing state-of-the-art BWE methods.
Speak, Read and Prompt: High-Fidelity Text-to-Speech with Minimal Supervision
We introduce SPEAR-TTS, a multi-speaker text-to-speech (TTS) system that can be trained with minimal supervision. By combining two types of discrete speech representations, we cast TTS as a composition of two sequence-to-sequence tasks: from text to high-level semantic tokens (akin to "reading") and from semantic tokens to low-level acoustic tokens ("speaking"). Decoupling these two tasks enables training of the "speaking" module using abundant audio-only data, and unlocks the highly efficient combination of pretraining and backtranslation to reduce the need for parallel data when training the "reading" component. To control the speaker identity, we adopt example prompting, which allows SPEAR-TTS to generalize to unseen speakers using only a short sample of 3 seconds, without any explicit speaker representation or speaker-id labels. Our experiments demonstrate that SPEAR-TTS achieves a character error rate that is competitive with state-of-the-art methods using only 15 minutes of parallel data, while matching ground-truth speech in terms of naturalness and acoustic quality, as measured in subjective tests.
Gotta Hear Them All: Sound Source Aware Vision to Audio Generation
Vision-to-audio (V2A) synthesis has broad applications in multimedia. Recent advancements of V2A methods have made it possible to generate relevant audios from inputs of videos or still images. However, the immersiveness and expressiveness of the generation are limited. One possible problem is that existing methods solely rely on the global scene and overlook details of local sounding objects (i.e., sound sources). To address this issue, we propose a Sound Source-Aware V2A (SSV2A) generator. SSV2A is able to locally perceive multimodal sound sources from a scene with visual detection and cross-modality translation. It then contrastively learns a Cross-Modal Sound Source (CMSS) Manifold to semantically disambiguate each source. Finally, we attentively mix their CMSS semantics into a rich audio representation, from which a pretrained audio generator outputs the sound. To model the CMSS manifold, we curate a novel single-sound-source visual-audio dataset VGGS3 from VGGSound. We also design a Sound Source Matching Score to measure localized audio relevance. This is to our knowledge the first work to address V2A generation at the sound-source level. Extensive experiments show that SSV2A surpasses state-of-the-art methods in both generation fidelity and relevance. We further demonstrate SSV2A's ability to achieve intuitive V2A control by compositing vision, text, and audio conditions. Our SSV2A generation can be tried and heard at https://ssv2a.github.io/SSV2A-demo .
Music2Latent: Consistency Autoencoders for Latent Audio Compression
Efficient audio representations in a compressed continuous latent space are critical for generative audio modeling and Music Information Retrieval (MIR) tasks. However, some existing audio autoencoders have limitations, such as multi-stage training procedures, slow iterative sampling, or low reconstruction quality. We introduce Music2Latent, an audio autoencoder that overcomes these limitations by leveraging consistency models. Music2Latent encodes samples into a compressed continuous latent space in a single end-to-end training process while enabling high-fidelity single-step reconstruction. Key innovations include conditioning the consistency model on upsampled encoder outputs at all levels through cross connections, using frequency-wise self-attention to capture long-range frequency dependencies, and employing frequency-wise learned scaling to handle varying value distributions across frequencies at different noise levels. We demonstrate that Music2Latent outperforms existing continuous audio autoencoders in sound quality and reconstruction accuracy while achieving competitive performance on downstream MIR tasks using its latent representations. To our knowledge, this represents the first successful attempt at training an end-to-end consistency autoencoder model.
MMDisCo: Multi-Modal Discriminator-Guided Cooperative Diffusion for Joint Audio and Video Generation
This study aims to construct an audio-video generative model with minimal computational cost by leveraging pre-trained single-modal generative models for audio and video. To achieve this, we propose a novel method that guides single-modal models to cooperatively generate well-aligned samples across modalities. Specifically, given two pre-trained base diffusion models, we train a lightweight joint guidance module to adjust scores separately estimated by the base models to match the score of joint distribution over audio and video. We show that this guidance can be computed using the gradient of the optimal discriminator, which distinguishes real audio-video pairs from fake ones independently generated by the base models. Based on this analysis, we construct a joint guidance module by training this discriminator. Additionally, we adopt a loss function to stabilize the discriminator's gradient and make it work as a noise estimator, as in standard diffusion models. Empirical evaluations on several benchmark datasets demonstrate that our method improves both single-modal fidelity and multimodal alignment with relatively few parameters. The code is available at: https://github.com/SonyResearch/MMDisCo.
GeneFace++: Generalized and Stable Real-Time Audio-Driven 3D Talking Face Generation
Generating talking person portraits with arbitrary speech audio is a crucial problem in the field of digital human and metaverse. A modern talking face generation method is expected to achieve the goals of generalized audio-lip synchronization, good video quality, and high system efficiency. Recently, neural radiance field (NeRF) has become a popular rendering technique in this field since it could achieve high-fidelity and 3D-consistent talking face generation with a few-minute-long training video. However, there still exist several challenges for NeRF-based methods: 1) as for the lip synchronization, it is hard to generate a long facial motion sequence of high temporal consistency and audio-lip accuracy; 2) as for the video quality, due to the limited data used to train the renderer, it is vulnerable to out-of-domain input condition and produce bad rendering results occasionally; 3) as for the system efficiency, the slow training and inference speed of the vanilla NeRF severely obstruct its usage in real-world applications. In this paper, we propose GeneFace++ to handle these challenges by 1) utilizing the pitch contour as an auxiliary feature and introducing a temporal loss in the facial motion prediction process; 2) proposing a landmark locally linear embedding method to regulate the outliers in the predicted motion sequence to avoid robustness issues; 3) designing a computationally efficient NeRF-based motion-to-video renderer to achieves fast training and real-time inference. With these settings, GeneFace++ becomes the first NeRF-based method that achieves stable and real-time talking face generation with generalized audio-lip synchronization. Extensive experiments show that our method outperforms state-of-the-art baselines in terms of subjective and objective evaluation. Video samples are available at https://genefaceplusplus.github.io .
FLOAT: Generative Motion Latent Flow Matching for Audio-driven Talking Portrait
With the rapid advancement of diffusion-based generative models, portrait image animation has achieved remarkable results. However, it still faces challenges in temporally consistent video generation and fast sampling due to its iterative sampling nature. This paper presents FLOAT, an audio-driven talking portrait video generation method based on flow matching generative model. We shift the generative modeling from the pixel-based latent space to a learned motion latent space, enabling efficient design of temporally consistent motion. To achieve this, we introduce a transformer-based vector field predictor with a simple yet effective frame-wise conditioning mechanism. Additionally, our method supports speech-driven emotion enhancement, enabling a natural incorporation of expressive motions. Extensive experiments demonstrate that our method outperforms state-of-the-art audio-driven talking portrait methods in terms of visual quality, motion fidelity, and efficiency.
TANGO: Co-Speech Gesture Video Reenactment with Hierarchical Audio Motion Embedding and Diffusion Interpolation
We present TANGO, a framework for generating co-speech body-gesture videos. Given a few-minute, single-speaker reference video and target speech audio, TANGO produces high-fidelity videos with synchronized body gestures. TANGO builds on Gesture Video Reenactment (GVR), which splits and retrieves video clips using a directed graph structure - representing video frames as nodes and valid transitions as edges. We address two key limitations of GVR: audio-motion misalignment and visual artifacts in GAN-generated transition frames. In particular, (i) we propose retrieving gestures using latent feature distance to improve cross-modal alignment. To ensure the latent features could effectively model the relationship between speech audio and gesture motion, we implement a hierarchical joint embedding space (AuMoCLIP); (ii) we introduce the diffusion-based model to generate high-quality transition frames. Our diffusion model, Appearance Consistent Interpolation (ACInterp), is built upon AnimateAnyone and includes a reference motion module and homography background flow to preserve appearance consistency between generated and reference videos. By integrating these components into the graph-based retrieval framework, TANGO reliably produces realistic, audio-synchronized videos and outperforms all existing generative and retrieval methods. Our codes and pretrained models are available: https://pantomatrix.github.io/TANGO/
aTENNuate: Optimized Real-time Speech Enhancement with Deep SSMs on Raw Audio
We present aTENNuate, a simple deep state-space autoencoder configured for efficient online raw speech enhancement in an end-to-end fashion. The network's performance is primarily evaluated on raw speech denoising, with additional assessments on tasks such as super-resolution and de-quantization. We benchmark aTENNuate on the VoiceBank + DEMAND and the Microsoft DNS1 synthetic test sets. The network outperforms previous real-time denoising models in terms of PESQ score, parameter count, MACs, and latency. Even as a raw waveform processing model, the model maintains high fidelity to the clean signal with minimal audible artifacts. In addition, the model remains performant even when the noisy input is compressed down to 4000Hz and 4 bits, suggesting general speech enhancement capabilities in low-resource environments. Try it out by pip install attenuate
RAVE: A variational autoencoder for fast and high-quality neural audio synthesis
Deep generative models applied to audio have improved by a large margin the state-of-the-art in many speech and music related tasks. However, as raw waveform modelling remains an inherently difficult task, audio generative models are either computationally intensive, rely on low sampling rates, are complicated to control or restrict the nature of possible signals. Among those models, Variational AutoEncoders (VAE) give control over the generation by exposing latent variables, although they usually suffer from low synthesis quality. In this paper, we introduce a Realtime Audio Variational autoEncoder (RAVE) allowing both fast and high-quality audio waveform synthesis. We introduce a novel two-stage training procedure, namely representation learning and adversarial fine-tuning. We show that using a post-training analysis of the latent space allows a direct control between the reconstruction fidelity and the representation compactness. By leveraging a multi-band decomposition of the raw waveform, we show that our model is the first able to generate 48kHz audio signals, while simultaneously running 20 times faster than real-time on a standard laptop CPU. We evaluate synthesis quality using both quantitative and qualitative subjective experiments and show the superiority of our approach compared to existing models. Finally, we present applications of our model for timbre transfer and signal compression. All of our source code and audio examples are publicly available.
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/
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/.
Universal Speech Enhancement with Score-based Diffusion
Removing background noise from speech audio has been the subject of considerable effort, especially in recent years due to the rise of virtual communication and amateur recordings. Yet background noise is not the only unpleasant disturbance that can prevent intelligibility: reverb, clipping, codec artifacts, problematic equalization, limited bandwidth, or inconsistent loudness are equally disturbing and ubiquitous. In this work, we propose to consider the task of speech enhancement as a holistic endeavor, and present a universal speech enhancement system that tackles 55 different distortions at the same time. Our approach consists of a generative model that employs score-based diffusion, together with a multi-resolution conditioning network that performs enhancement with mixture density networks. We show that this approach significantly outperforms the state of the art in a subjective test performed by expert listeners. We also show that it achieves competitive objective scores with just 4-8 diffusion steps, despite not considering any particular strategy for fast sampling. We hope that both our methodology and technical contributions encourage researchers and practitioners to adopt a universal approach to speech enhancement, possibly framing it as a generative task.
Measuring the Robustness of Audio Deepfake Detectors
Deepfakes have become a universal and rapidly intensifying concern of generative AI across various media types such as images, audio, and videos. Among these, audio deepfakes have been of particular concern due to the ease of high-quality voice synthesis and distribution via platforms such as social media and robocalls. Consequently, detecting audio deepfakes plays a critical role in combating the growing misuse of AI-synthesized speech. However, real-world scenarios often introduce various audio corruptions, such as noise, modification, and compression, that may significantly impact detection performance. This work systematically evaluates the robustness of 10 audio deepfake detection models against 16 common corruptions, categorized into noise perturbation, audio modification, and compression. Using both traditional deep learning models and state-of-the-art foundation models, we make four unique observations. First, our findings show that while most models demonstrate strong robustness to noise, they are notably more vulnerable to modifications and compression, especially when neural codecs are applied. Second, speech foundation models generally outperform traditional models across most scenarios, likely due to their self-supervised learning paradigm and large-scale pre-training. Third, our results show that increasing model size improves robustness, albeit with diminishing returns. Fourth, we demonstrate how targeted data augmentation during training can enhance model resilience to unseen perturbations. A case study on political speech deepfakes highlights the effectiveness of foundation models in achieving high accuracy under real-world conditions. These findings emphasize the importance of developing more robust detection frameworks to ensure reliability in practical deployment settings.
A2SB: Audio-to-Audio Schrodinger Bridges
Audio in the real world may be perturbed due to numerous factors, causing the audio quality to be degraded. The following work presents an audio restoration model tailored for high-res music at 44.1kHz. Our model, Audio-to-Audio Schrodinger Bridges (A2SB), is capable of both bandwidth extension (predicting high-frequency components) and inpainting (re-generating missing segments). Critically, A2SB is end-to-end without need of a vocoder to predict waveform outputs, able to restore hour-long audio inputs, and trained on permissively licensed music data. A2SB is capable of achieving state-of-the-art bandwidth extension and inpainting quality on several out-of-distribution music test sets. Our demo website is https: //research.nvidia.com/labs/adlr/A2SB/.
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.
A Comprehensive Real-World Assessment of Audio Watermarking Algorithms: Will They Survive Neural Codecs?
We introduce the Robust Audio Watermarking Benchmark (RAW-Bench), a benchmark for evaluating deep learning-based audio watermarking methods with standardized and systematic comparisons. To simulate real-world usage, we introduce a comprehensive audio attack pipeline with various distortions such as compression, background noise, and reverberation, along with a diverse test dataset including speech, environmental sounds, and music recordings. Evaluating four existing watermarking methods on RAW-bench reveals two main insights: (i) neural compression techniques pose the most significant challenge, even when algorithms are trained with such compressions; and (ii) training with audio attacks generally improves robustness, although it is insufficient in some cases. Furthermore, we find that specific distortions, such as polarity inversion, time stretching, or reverb, seriously affect certain methods. The evaluation framework is accessible at github.com/SonyResearch/raw_bench.
AudioSR: Versatile Audio Super-resolution at Scale
Audio super-resolution is a fundamental task that predicts high-frequency components for low-resolution audio, enhancing audio quality in digital applications. Previous methods have limitations such as the limited scope of audio types (e.g., music, speech) and specific bandwidth settings they can handle (e.g., 4kHz to 8kHz). In this paper, we introduce a diffusion-based generative model, AudioSR, that is capable of performing robust audio super-resolution on versatile audio types, including sound effects, music, and speech. Specifically, AudioSR can upsample any input audio signal within the bandwidth range of 2kHz to 16kHz to a high-resolution audio signal at 24kHz bandwidth with a sampling rate of 48kHz. Extensive objective evaluation on various audio super-resolution benchmarks demonstrates the strong result achieved by the proposed model. In addition, our subjective evaluation shows that AudioSR can acts as a plug-and-play module to enhance the generation quality of a wide range of audio generative models, including AudioLDM, Fastspeech2, and MusicGen. Our code and demo are available at https://audioldm.github.io/audiosr.
Perceiving Music Quality with GANs
Several methods have been developed to assess the perceptual quality of audio under transforms like lossy compression. However, they require paired reference signals of the unaltered content, limiting their use in applications where references are unavailable. This has hindered progress in audio generation and style transfer, where a no-reference quality assessment method would allow more reproducible comparisons across methods. We propose training a GAN on a large music library, and using its discriminator as a no-reference quality assessment measure of the perceived quality of music. This method is unsupervised, needs no access to degraded material and can be tuned for various domains of music. In a listening test with 448 human subjects, where participants rated professionally produced music tracks degraded with different levels and types of signal degradations such as waveshaping distortion and low-pass filtering, we establish a dataset of human rated material. By using the human rated dataset we show that the discriminator score correlates significantly with the subjective ratings, suggesting that the proposed method can be used to create a no-reference musical audio quality assessment measure.
SonicMaster: Towards Controllable All-in-One Music Restoration and Mastering
Music recordings often suffer from audio quality issues such as excessive reverberation, distortion, clipping, tonal imbalances, and a narrowed stereo image, especially when created in non-professional settings without specialized equipment or expertise. These problems are typically corrected using separate specialized tools and manual adjustments. In this paper, we introduce SonicMaster, the first unified generative model for music restoration and mastering that addresses a broad spectrum of audio artifacts with text-based control. SonicMaster is conditioned on natural language instructions to apply targeted enhancements, or can operate in an automatic mode for general restoration. To train this model, we construct the SonicMaster dataset, a large dataset of paired degraded and high-quality tracks by simulating common degradation types with nineteen degradation functions belonging to five enhancements groups: equalization, dynamics, reverb, amplitude, and stereo. Our approach leverages a flow-matching generative training paradigm to learn an audio transformation that maps degraded inputs to their cleaned, mastered versions guided by text prompts. Objective audio quality metrics demonstrate that SonicMaster significantly improves sound quality across all artifact categories. Furthermore, subjective listening tests confirm that listeners prefer SonicMaster's enhanced outputs over the original degraded audio, highlighting the effectiveness of our unified approach.
Assessment of a cost-effective headphone calibration procedure for soundscape evaluations
To increase the availability and adoption of the soundscape standard, a low-cost calibration procedure for reproduction of audio stimuli over headphones was proposed as part of the global ``Soundscape Attributes Translation Project'' (SATP) for validating ISO/TS~12913-2:2018 perceived affective quality (PAQ) attribute translations. A previous preliminary study revealed significant deviations from the intended equivalent continuous A-weighted sound pressure levels (L_{A,eq}) using the open-circuit voltage (OCV) calibration procedure. For a more holistic human-centric perspective, the OCV method is further investigated here in terms of psychoacoustic parameters, including relevant exceedance levels to account for temporal effects on the same 27 stimuli from the SATP. Moreover, a within-subjects experiment with 36 participants was conducted to examine the effects of OCV calibration on the PAQ attributes in ISO/TS~12913-2:2018. Bland-Altman analysis of the objective indicators revealed large biases in the OCV method across all weighted sound level and loudness indicators; and roughness indicators at 5{\%} and 10{\%} exceedance levels. Significant perceptual differences due to the OCV method were observed in about 20{\%} of the stimuli, which did not correspond clearly with the biased acoustic indicators. A cautioned interpretation of the objective and perceptual differences due to small and unpaired samples nevertheless provide grounds for further investigation.
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.
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.
Quantifying Spatial Audio Quality Impairment
Spatial audio quality is a highly multifaceted concept, with many interactions between environmental, geometrical, anatomical, psychological, and contextual considerations. Methods for characterization or evaluation of the geometrical components of spatial audio quality, however, remain scarce, despite being perhaps the least subjective aspect of spatial audio quality to quantify. By considering interchannel time and level differences relative to a reference signal, it is possible to construct a signal model to isolate some of the spatial distortion. By using a combination of least-square optimization and heuristics, we propose a signal decomposition method to isolate the spatial error from a processed signal, in terms of interchannel gain leakages and changes in relative delays. This allows the computation of simple energy-ratio metrics, providing objective measures of spatial and non-spatial signal qualities, with minimal assumptions and no dataset dependency. Experiments demonstrate the robustness of the method against common spatial signal degradation introduced by, e.g., audio compression and music source separation. Implementation is available at https://github.com/karnwatcharasupat/spauq.
Preliminary assessment of a cost-effective headphone calibration procedure for soundscape evaluations
The introduction of ISO 12913-2:2018 has provided a framework for standardized data collection and reporting procedures for soundscape practitioners. A strong emphasis was placed on the use of calibrated head and torso simulators (HATS) for binaural audio capture to obtain an accurate subjective impression and acoustic measure of the soundscape under evaluation. To auralise the binaural recordings as recorded or at set levels, the audio stimuli and the headphone setup are usually calibrated with a HATS. However, calibrated HATS are too financially prohibitive for most research teams, inevitably diminishing the availability of the soundscape standard. With the increasing availability of soundscape binaural recording datasets, and the importance of cross-cultural validation of the soundscape ISO standards, e.g.\ via the Soundscape Attributes Translation Project (SATP), it is imperative to assess the suitability of cost-effective headphone calibration methods to maximise availability without severely compromising on accuracy. Hence, this study objectively examines an open-circuit voltage (OCV) calibration method in comparison to a calibrated HATS on various soundcard and headphone combinations. Preliminary experiments found that calibration with the OCV method differed significantly from the reference binaural recordings in sound pressure levels, whereas negligible differences in levels were observed with the HATS calibration.
VectorTalker: SVG Talking Face Generation with Progressive Vectorisation
High-fidelity and efficient audio-driven talking head generation has been a key research topic in computer graphics and computer vision. In this work, we study vector image based audio-driven talking head generation. Compared with directly animating the raster image that most widely used in existing works, vector image enjoys its excellent scalability being used for many applications. There are two main challenges for vector image based talking head generation: the high-quality vector image reconstruction w.r.t. the source portrait image and the vivid animation w.r.t. the audio signal. To address these, we propose a novel scalable vector graphic reconstruction and animation method, dubbed VectorTalker. Specifically, for the highfidelity reconstruction, VectorTalker hierarchically reconstructs the vector image in a coarse-to-fine manner. For the vivid audio-driven facial animation, we propose to use facial landmarks as intermediate motion representation and propose an efficient landmark-driven vector image deformation module. Our approach can handle various styles of portrait images within a unified framework, including Japanese manga, cartoon, and photorealistic images. We conduct extensive quantitative and qualitative evaluations and the experimental results demonstrate the superiority of VectorTalker in both vector graphic reconstruction and audio-driven animation.
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.
OpenACE: An Open Benchmark for Evaluating Audio Coding Performance
Audio and speech coding lack unified evaluation and open-source testing. Many candidate systems were evaluated on proprietary, non-reproducible, or small data, and machine learning-based codecs are often tested on datasets with similar distributions as trained on, which is unfairly compared to digital signal processing-based codecs that usually work well with unseen data. This paper presents a full-band audio and speech coding quality benchmark with more variable content types, including traditional open test vectors. An example use case of audio coding quality assessment is presented with open-source Opus, 3GPP's EVS, and recent ETSI's LC3 with LC3+ used in Bluetooth LE Audio profiles. Besides, quality variations of emotional speech encoding at 16 kbps are shown. The proposed open-source benchmark contributes to audio and speech coding democratization and is available at https://github.com/JozefColdenhoff/OpenACE.
GMTalker: Gaussian Mixture based Emotional talking video Portraits
Synthesizing high-fidelity and emotion-controllable talking video portraits, with audio-lip sync, vivid expression, realistic head pose, and eye blink, is an important and challenging task in recent years. Most of the existing methods suffer in achieving personalized precise emotion control or continuously interpolating between different emotions and generating diverse motion. To address these problems, we present GMTalker, a Gaussian mixture based emotional talking portraits generation framework. Specifically, we propose a Gaussian Mixture based Expression Generator (GMEG) which can construct a continuous and multi-modal latent space, achieving more flexible emotion manipulation. Furthermore, we introduce a normalizing flow based motion generator pretrained on the dataset with a wide-range motion to generate diverse motions. Finally, we propose a personalized emotion-guided head generator with an Emotion Mapping Network (EMN) which can synthesize high-fidelity and faithful emotional video portraits. Both quantitative and qualitative experiments demonstrate our method outperforms previous methods in image quality, photo-realism, emotion accuracy and motion diversity.
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/.
FADA: Fast Diffusion Avatar Synthesis with Mixed-Supervised Multi-CFG Distillation
Diffusion-based audio-driven talking avatar methods have recently gained attention for their high-fidelity, vivid, and expressive results. However, their slow inference speed limits practical applications. Despite the development of various distillation techniques for diffusion models, we found that naive diffusion distillation methods do not yield satisfactory results. Distilled models exhibit reduced robustness with open-set input images and a decreased correlation between audio and video compared to teacher models, undermining the advantages of diffusion models. To address this, we propose FADA (Fast Diffusion Avatar Synthesis with Mixed-Supervised Multi-CFG Distillation). We first designed a mixed-supervised loss to leverage data of varying quality and enhance the overall model capability as well as robustness. Additionally, we propose a multi-CFG distillation with learnable tokens to utilize the correlation between audio and reference image conditions, reducing the threefold inference runs caused by multi-CFG with acceptable quality degradation. Extensive experiments across multiple datasets show that FADA generates vivid videos comparable to recent diffusion model-based methods while achieving an NFE speedup of 4.17-12.5 times. Demos are available at our webpage http://fadavatar.github.io.
Jukebox: A Generative Model for Music
We introduce Jukebox, a model that generates music with singing in the raw audio domain. We tackle the long context of raw audio using a multi-scale VQ-VAE to compress it to discrete codes, and modeling those using autoregressive Transformers. We show that the combined model at scale can generate high-fidelity and diverse songs with coherence up to multiple minutes. We can condition on artist and genre to steer the musical and vocal style, and on unaligned lyrics to make the singing more controllable. We are releasing thousands of non cherry-picked samples at https://jukebox.openai.com, along with model weights and code at https://github.com/openai/jukebox
AISHELL-5: The First Open-Source In-Car Multi-Channel Multi-Speaker Speech Dataset for Automatic Speech Diarization and Recognition
This paper delineates AISHELL-5, the first open-source in-car multi-channel multi-speaker Mandarin automatic speech recognition (ASR) dataset. AISHLL-5 includes two parts: (1) over 100 hours of multi-channel speech data recorded in an electric vehicle across more than 60 real driving scenarios. This audio data consists of four far-field speech signals captured by microphones located on each car door, as well as near-field signals obtained from high-fidelity headset microphones worn by each speaker. (2) a collection of 40 hours of real-world environmental noise recordings, which supports the in-car speech data simulation. Moreover, we also provide an open-access, reproducible baseline system based on this dataset. This system features a speech frontend model that employs speech source separation to extract each speaker's clean speech from the far-field signals, along with a speech recognition module that accurately transcribes the content of each individual speaker. Experimental results demonstrate the challenges faced by various mainstream ASR models when evaluated on the AISHELL-5. We firmly believe the AISHELL-5 dataset will significantly advance the research on ASR systems under complex driving scenarios by establishing the first publicly available in-car ASR benchmark.
MuseTalk: Real-Time High Quality Lip Synchronization with Latent Space Inpainting
Achieving high-resolution, identity consistency, and accurate lip-speech synchronization in face visual dubbing presents significant challenges, particularly for real-time applications like live video streaming. We propose MuseTalk, which generates lip-sync targets in a latent space encoded by a Variational Autoencoder, enabling high-fidelity talking face video generation with efficient inference. Specifically, we project the occluded lower half of the face image and itself as an reference into a low-dimensional latent space and use a multi-scale U-Net to fuse audio and visual features at various levels. We further propose a novel sampling strategy during training, which selects reference images with head poses closely matching the target, allowing the model to focus on precise lip movement by filtering out redundant information. Additionally, we analyze the mechanism of lip-sync loss and reveal its relationship with input information volume. Extensive experiments show that MuseTalk consistently outperforms recent state-of-the-art methods in visual fidelity and achieves comparable lip-sync accuracy. As MuseTalk supports the online generation of face at 256x256 at more than 30 FPS with negligible starting latency, it paves the way for real-time applications.
3DiFACE: Diffusion-based Speech-driven 3D Facial Animation and Editing
We present 3DiFACE, a novel method for personalized speech-driven 3D facial animation and editing. While existing methods deterministically predict facial animations from speech, they overlook the inherent one-to-many relationship between speech and facial expressions, i.e., there are multiple reasonable facial expression animations matching an audio input. It is especially important in content creation to be able to modify generated motion or to specify keyframes. To enable stochasticity as well as motion editing, we propose a lightweight audio-conditioned diffusion model for 3D facial motion. This diffusion model can be trained on a small 3D motion dataset, maintaining expressive lip motion output. In addition, it can be finetuned for specific subjects, requiring only a short video of the person. Through quantitative and qualitative evaluations, we show that our method outperforms existing state-of-the-art techniques and yields speech-driven animations with greater fidelity and diversity.
AudioTrust: Benchmarking the Multifaceted Trustworthiness of Audio Large Language Models
The rapid advancement and expanding applications of Audio Large Language Models (ALLMs) demand a rigorous understanding of their trustworthiness. However, systematic research on evaluating these models, particularly concerning risks unique to the audio modality, remains largely unexplored. Existing evaluation frameworks primarily focus on the text modality or address only a restricted set of safety dimensions, failing to adequately account for the unique characteristics and application scenarios inherent to the audio modality. We introduce AudioTrust-the first multifaceted trustworthiness evaluation framework and benchmark specifically designed for ALLMs. AudioTrust facilitates assessments across six key dimensions: fairness, hallucination, safety, privacy, robustness, and authentication. To comprehensively evaluate these dimensions, AudioTrust is structured around 18 distinct experimental setups. Its core is a meticulously constructed dataset of over 4,420 audio/text samples, drawn from real-world scenarios (e.g., daily conversations, emergency calls, voice assistant interactions), specifically designed to probe the multifaceted trustworthiness of ALLMs. For assessment, the benchmark carefully designs 9 audio-specific evaluation metrics, and we employ a large-scale automated pipeline for objective and scalable scoring of model outputs. Experimental results reveal the trustworthiness boundaries and limitations of current state-of-the-art open-source and closed-source ALLMs when confronted with various high-risk audio scenarios, offering valuable insights for the secure and trustworthy deployment of future audio models. Our platform and benchmark are available at https://github.com/JusperLee/AudioTrust.
MADGF: Multi-Agent Data Generation Framework
Automatic Speech Recognition (ASR) systems predominantly cater to monolingual inputs and struggle with the complexity introduced by mixed language audio. In this paper, we present a novel Multi-Agent Data Generation Framework (MADGF) to address this challenge. We finetune the open-source multilingual ASR model, Whisper, utilizing our generated Mixed Cantonese and English (MCE) audio dataset, Which achieved an impressive Mix Error Rate (MER) of 14.28%, 35.13% lower than the original model. Meanwhile, single language recognition ability is not affected, 12.6% Character Error Rate (CER) in Common voice zh-HK, 14.8% Word Error Rate (WER) in Common voice en. However, these metrics do not encompass all aspects critical to the ASR systems. Hence, we propose a novel evaluation metric called Fidelity to the Original Audio, Accuracy, and Latency (FAL).
ASAudio: A Survey of Advanced Spatial Audio Research
With the rapid development of spatial audio technologies today, applications in AR, VR, and other scenarios have garnered extensive attention. Unlike traditional mono sound, spatial audio offers a more realistic and immersive auditory experience. Despite notable progress in the field, there remains a lack of comprehensive surveys that systematically organize and analyze these methods and their underlying technologies. In this paper, we provide a comprehensive overview of spatial audio and systematically review recent literature in the area. To address this, we chronologically outlining existing work related to spatial audio and categorize these studies based on input-output representations, as well as generation and understanding tasks, thereby summarizing various research aspects of spatial audio. In addition, we review related datasets, evaluation metrics, and benchmarks, offering insights from both training and evaluation perspectives. Related materials are available at https://github.com/dieKarotte/ASAudio.
Context-aware Talking Face Video Generation
In this paper, we consider a novel and practical case for talking face video generation. Specifically, we focus on the scenarios involving multi-people interactions, where the talking context, such as audience or surroundings, is present. In these situations, the video generation should take the context into consideration in order to generate video content naturally aligned with driving audios and spatially coherent to the context. To achieve this, we provide a two-stage and cross-modal controllable video generation pipeline, taking facial landmarks as an explicit and compact control signal to bridge the driving audio, talking context and generated videos. Inside this pipeline, we devise a 3D video diffusion model, allowing for efficient contort of both spatial conditions (landmarks and context video), as well as audio condition for temporally coherent generation. The experimental results verify the advantage of the proposed method over other baselines in terms of audio-video synchronization, video fidelity and frame consistency.
Both Ears Wide Open: Towards Language-Driven Spatial Audio Generation
Recently, diffusion models have achieved great success in mono-channel audio generation. However, when it comes to stereo audio generation, the soundscapes often have a complex scene of multiple objects and directions. Controlling stereo audio with spatial contexts remains challenging due to high data costs and unstable generative models. To the best of our knowledge, this work represents the first attempt to address these issues. We first construct a large-scale, simulation-based, and GPT-assisted dataset, BEWO-1M, with abundant soundscapes and descriptions even including moving and multiple sources. Beyond text modality, we have also acquired a set of images and rationally paired stereo audios through retrieval to advance multimodal generation. Existing audio generation models tend to generate rather random and indistinct spatial audio. To provide accurate guidance for Latent Diffusion Models, we introduce the SpatialSonic model utilizing spatial-aware encoders and azimuth state matrices to reveal reasonable spatial guidance. By leveraging spatial guidance, our model not only achieves the objective of generating immersive and controllable spatial audio from text but also extends to other modalities as the pioneer attempt. Finally, under fair settings, we conduct subjective and objective evaluations on simulated and real-world data to compare our approach with prevailing methods. The results demonstrate the effectiveness of our method, highlighting its capability to generate spatial audio that adheres to physical rules.
Autoregressive Speech Synthesis without Vector Quantization
We present MELLE, a novel continuous-valued tokens based language modeling approach for text to speech synthesis (TTS). MELLE autoregressively generates continuous mel-spectrogram frames directly from text condition, bypassing the need for vector quantization, which are originally designed for audio compression and sacrifice fidelity compared to mel-spectrograms. Specifically, (i) instead of cross-entropy loss, we apply regression loss with a proposed spectrogram flux loss function to model the probability distribution of the continuous-valued tokens. (ii) we have incorporated variational inference into MELLE to facilitate sampling mechanisms, thereby enhancing the output diversity and model robustness. Experiments demonstrate that, compared to the two-stage codec language models VALL-E and its variants, the single-stage MELLE mitigates robustness issues by avoiding the inherent flaws of sampling discrete codes, achieves superior performance across multiple metrics, and, most importantly, offers a more streamlined paradigm. See https://aka.ms/melle for demos of our work.
XY-Tokenizer: Mitigating the Semantic-Acoustic Conflict in Low-Bitrate Speech Codecs
Speech codecs serve as bridges between speech signals and large language models. An ideal codec for speech language models should not only preserve acoustic information but also capture rich semantic information. However, existing speech codecs struggle to balance high-quality audio reconstruction with ease of modeling by language models. In this study, we analyze the limitations of previous codecs in balancing semantic richness and acoustic fidelity. We propose XY-Tokenizer, a novel codec that mitigates the conflict between semantic and acoustic capabilities through multi-stage, multi-task learning. Experimental results demonstrate that XY-Tokenizer achieves performance in both semantic and acoustic tasks comparable to that of state-of-the-art codecs operating at similar bitrates, even though those existing codecs typically excel in only one aspect. Specifically, XY-Tokenizer achieves strong text alignment, surpassing distillation-based semantic modeling methods such as SpeechTokenizer and Mimi, while maintaining a speaker similarity score of 0.83 between reconstructed and original audio. The reconstruction performance of XY-Tokenizer is comparable to that of BigCodec, the current state-of-the-art among acoustic-only codecs, which achieves a speaker similarity score of 0.84 at a similar bitrate. Code and models are available at https://github.com/gyt1145028706/XY-Tokenizer.
Identity-Preserving Video Dubbing Using Motion Warping
Video dubbing aims to synthesize realistic, lip-synced videos from a reference video and a driving audio signal. Although existing methods can accurately generate mouth shapes driven by audio, they often fail to preserve identity-specific features, largely because they do not effectively capture the nuanced interplay between audio cues and the visual attributes of reference identity . As a result, the generated outputs frequently lack fidelity in reproducing the unique textural and structural details of the reference identity. To address these limitations, we propose IPTalker, a novel and robust framework for video dubbing that achieves seamless alignment between driving audio and reference identity while ensuring both lip-sync accuracy and high-fidelity identity preservation. At the core of IPTalker is a transformer-based alignment mechanism designed to dynamically capture and model the correspondence between audio features and reference images, thereby enabling precise, identity-aware audio-visual integration. Building on this alignment, a motion warping strategy further refines the results by spatially deforming reference images to match the target audio-driven configuration. A dedicated refinement process then mitigates occlusion artifacts and enhances the preservation of fine-grained textures, such as mouth details and skin features. Extensive qualitative and quantitative evaluations demonstrate that IPTalker consistently outperforms existing approaches in terms of realism, lip synchronization, and identity retention, establishing a new state of the art for high-quality, identity-consistent video dubbing.
Towards Multi-Task Multi-Modal Models: A Video Generative Perspective
Advancements in language foundation models have primarily fueled the recent surge in artificial intelligence. In contrast, generative learning of non-textual modalities, especially videos, significantly trails behind language modeling. This thesis chronicles our endeavor to build multi-task models for generating videos and other modalities under diverse conditions, as well as for understanding and compression applications. Given the high dimensionality of visual data, we pursue concise and accurate latent representations. Our video-native spatial-temporal tokenizers preserve high fidelity. We unveil a novel approach to mapping bidirectionally between visual observation and interpretable lexical terms. Furthermore, our scalable visual token representation proves beneficial across generation, compression, and understanding tasks. This achievement marks the first instances of language models surpassing diffusion models in visual synthesis and a video tokenizer outperforming industry-standard codecs. Within these multi-modal latent spaces, we study the design of multi-task generative models. Our masked multi-task transformer excels at the quality, efficiency, and flexibility of video generation. We enable a frozen language model, trained solely on text, to generate visual content. Finally, we build a scalable generative multi-modal transformer trained from scratch, enabling the generation of videos containing high-fidelity motion with the corresponding audio given diverse conditions. Throughout the course, we have shown the effectiveness of integrating multiple tasks, crafting high-fidelity latent representation, and generating multiple modalities. This work suggests intriguing potential for future exploration in generating non-textual data and enabling real-time, interactive experiences across various media forms.
Quantitative Evaluation Approach for Translation of Perceptual Soundscape Attributes: Initial Application to the Thai Language
Translation of perceptual soundscape attributes from one language to another remains a challenging task that requires a high degree of fidelity in both psychoacoustic and psycholinguistic senses across the target population. Due to the inherently subjective nature of human perception, translating soundscape attributes using only small focus group discussion or expert panels could lead to translations with psycholinguistic meanings that, in a non-expert setting, deviate or distort from that of the source language. In this work, we present a quantitative evaluation method based on the circumplex model of soundscape perception to assess the overall translation quality across a set of criteria. As an initial application domain, we demonstrated the use of the quantitative evaluation framework in the context of an English-to-Thai translation of soundscape attributes.
HiFi-SR: A Unified Generative Transformer-Convolutional Adversarial Network for High-Fidelity Speech Super-Resolution
The application of generative adversarial networks (GANs) has recently advanced speech super-resolution (SR) based on intermediate representations like mel-spectrograms. However, existing SR methods that typically rely on independently trained and concatenated networks may lead to inconsistent representations and poor speech quality, especially in out-of-domain scenarios. In this work, we propose HiFi-SR, a unified network that leverages end-to-end adversarial training to achieve high-fidelity speech super-resolution. Our model features a unified transformer-convolutional generator designed to seamlessly handle both the prediction of latent representations and their conversion into time-domain waveforms. The transformer network serves as a powerful encoder, converting low-resolution mel-spectrograms into latent space representations, while the convolutional network upscales these representations into high-resolution waveforms. To enhance high-frequency fidelity, we incorporate a multi-band, multi-scale time-frequency discriminator, along with a multi-scale mel-reconstruction loss in the adversarial training process. HiFi-SR is versatile, capable of upscaling any input speech signal between 4 kHz and 32 kHz to a 48 kHz sampling rate. Experimental results demonstrate that HiFi-SR significantly outperforms existing speech SR methods across both objective metrics and ABX preference tests, for both in-domain and out-of-domain scenarios (https://github.com/modelscope/ClearerVoice-Studio).
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.
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.
Evaluation of Deep Audio Representations for Hearables
Effectively steering hearable devices requires understanding the acoustic environment around the user. In the computational analysis of sound scenes, foundation models have emerged as the state of the art to produce high-performance, robust, multi-purpose audio representations. We introduce and release Deep Evaluation of Audio Representations (DEAR), the first dataset and benchmark to evaluate the efficacy of foundation models in capturing essential acoustic properties for hearables. The dataset includes 1,158 audio tracks, each 30 seconds long, created by spatially mixing proprietary monologues with commercial, high-quality recordings of everyday acoustic scenes. Our benchmark encompasses eight tasks that assess the general context, speech sources, and technical acoustic properties of the audio scenes. Through our evaluation of four general-purpose audio representation models, we demonstrate that the BEATs model significantly surpasses its counterparts. This superiority underscores the advantage of models trained on diverse audio collections, confirming their applicability to a wide array of auditory tasks, including encoding the environment properties necessary for hearable steering. The DEAR dataset and associated code are available at https://dear-dataset.github.io.
Learning to Upsample and Upmix Audio in the Latent Domain
Neural audio autoencoders create compact latent representations that preserve perceptually important information, serving as the foundation for both modern audio compression systems and generation approaches like next-token prediction and latent diffusion. Despite their prevalence, most audio processing operations, such as spatial and spectral up-sampling, still inefficiently operate on raw waveforms or spectral representations rather than directly on these compressed representations. We propose a framework that performs audio processing operations entirely within an autoencoder's latent space, eliminating the need to decode to raw audio formats. Our approach dramatically simplifies training by operating solely in the latent domain, with a latent L1 reconstruction term, augmented by a single latent adversarial discriminator. This contrasts sharply with raw-audio methods that typically require complex combinations of multi-scale losses and discriminators. Through experiments in bandwidth extension and mono-to-stereo up-mixing, we demonstrate computational efficiency gains of up to 100x while maintaining quality comparable to post-processing on raw audio. This work establishes a more efficient paradigm for audio processing pipelines that already incorporate autoencoders, enabling significantly faster and more resource-efficient workflows across various audio tasks.
BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models
Binaural rendering aims to synthesize binaural audio that mimics natural hearing based on a mono audio and the locations of the speaker and listener. Although many methods have been proposed to solve this problem, they struggle with rendering quality and streamable inference. Synthesizing high-quality binaural audio that is indistinguishable from real-world recordings requires precise modeling of binaural cues, room reverb, and ambient sounds. Additionally, real-world applications demand streaming inference. To address these challenges, we propose a flow matching based streaming binaural speech synthesis framework called BinauralFlow. We consider binaural rendering to be a generation problem rather than a regression problem and design a conditional flow matching model to render high-quality audio. Moreover, we design a causal U-Net architecture that estimates the current audio frame solely based on past information to tailor generative models for streaming inference. Finally, we introduce a continuous inference pipeline incorporating streaming STFT/ISTFT operations, a buffer bank, a midpoint solver, and an early skip schedule to improve rendering continuity and speed. Quantitative and qualitative evaluations demonstrate the superiority of our method over SOTA approaches. A perceptual study further reveals that our model is nearly indistinguishable from real-world recordings, with a 42% confusion rate.
Beyond L_p clipping: Equalization-based Psychoacoustic Attacks against ASRs
Automatic Speech Recognition (ASR) systems convert speech into text and can be placed into two broad categories: traditional and fully end-to-end. Both types have been shown to be vulnerable to adversarial audio examples that sound benign to the human ear but force the ASR to produce malicious transcriptions. Of these attacks, only the "psychoacoustic" attacks can create examples with relatively imperceptible perturbations, as they leverage the knowledge of the human auditory system. Unfortunately, existing psychoacoustic attacks can only be applied against traditional models, and are obsolete against the newer, fully end-to-end ASRs. In this paper, we propose an equalization-based psychoacoustic attack that can exploit both traditional and fully end-to-end ASRs. We successfully demonstrate our attack against real-world ASRs that include DeepSpeech and Wav2Letter. Moreover, we employ a user study to verify that our method creates low audible distortion. Specifically, 80 of the 100 participants voted in favor of all our attack audio samples as less noisier than the existing state-of-the-art attack. Through this, we demonstrate both types of existing ASR pipelines can be exploited with minimum degradation to attack audio quality.
CodecFake: Enhancing Anti-Spoofing Models Against Deepfake Audios from Codec-Based Speech Synthesis Systems
Current state-of-the-art (SOTA) codec-based audio synthesis systems can mimic anyone's voice with just a 3-second sample from that specific unseen speaker. Unfortunately, malicious attackers may exploit these technologies, causing misuse and security issues. Anti-spoofing models have been developed to detect fake speech. However, the open question of whether current SOTA anti-spoofing models can effectively counter deepfake audios from codec-based speech synthesis systems remains unanswered. In this paper, we curate an extensive collection of contemporary SOTA codec models, employing them to re-create synthesized speech. This endeavor leads to the creation of CodecFake, the first codec-based deepfake audio dataset. Additionally, we verify that anti-spoofing models trained on commonly used datasets cannot detect synthesized speech from current codec-based speech generation systems. The proposed CodecFake dataset empowers these models to counter this challenge effectively.
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.
Modelling black-box audio effects with time-varying feature modulation
Deep learning approaches for black-box modelling of audio effects have shown promise, however, the majority of existing work focuses on nonlinear effects with behaviour on relatively short time-scales, such as guitar amplifiers and distortion. While recurrent and convolutional architectures can theoretically be extended to capture behaviour at longer time scales, we show that simply scaling the width, depth, or dilation factor of existing architectures does not result in satisfactory performance when modelling audio effects such as fuzz and dynamic range compression. To address this, we propose the integration of time-varying feature-wise linear modulation into existing temporal convolutional backbones, an approach that enables learnable adaptation of the intermediate activations. We demonstrate that our approach more accurately captures long-range dependencies for a range of fuzz and compressor implementations across both time and frequency domain metrics. We provide sound examples, source code, and pretrained models to faciliate reproducibility.
VoiceFixer: A Unified Framework for High-Fidelity Speech Restoration
Speech restoration aims to remove distortions in speech signals. Prior methods mainly focus on a single type of distortion, such as speech denoising or dereverberation. However, speech signals can be degraded by several different distortions simultaneously in the real world. It is thus important to extend speech restoration models to deal with multiple distortions. In this paper, we introduce VoiceFixer, a unified framework for high-fidelity speech restoration. VoiceFixer restores speech from multiple distortions (e.g., noise, reverberation, and clipping) and can expand degraded speech (e.g., noisy speech) with a low bandwidth to 44.1 kHz full-bandwidth high-fidelity speech. We design VoiceFixer based on (1) an analysis stage that predicts intermediate-level features from the degraded speech, and (2) a synthesis stage that generates waveform using a neural vocoder. Both objective and subjective evaluations show that VoiceFixer is effective on severely degraded speech, such as real-world historical speech recordings. Samples of VoiceFixer are available at https://haoheliu.github.io/voicefixer.
AERO: Audio Super Resolution in the Spectral Domain
We present AERO, a audio super-resolution model that processes speech and music signals in the spectral domain. AERO is based on an encoder-decoder architecture with U-Net like skip connections. We optimize the model using both time and frequency domain loss functions. Specifically, we consider a set of reconstruction losses together with perceptual ones in the form of adversarial and feature discriminator loss functions. To better handle phase information the proposed method operates over the complex-valued spectrogram using two separate channels. Unlike prior work which mainly considers low and high frequency concatenation for audio super-resolution, the proposed method directly predicts the full frequency range. We demonstrate high performance across a wide range of sample rates considering both speech and music. AERO outperforms the evaluated baselines considering Log-Spectral Distance, ViSQOL, and the subjective MUSHRA test. Audio samples and code are available at https://pages.cs.huji.ac.il/adiyoss-lab/aero
FlowDec: A flow-based full-band general audio codec with high perceptual quality
We propose FlowDec, a neural full-band audio codec for general audio sampled at 48 kHz that combines non-adversarial codec training with a stochastic postfilter based on a novel conditional flow matching method. Compared to the prior work ScoreDec which is based on score matching, we generalize from speech to general audio and move from 24 kbit/s to as low as 4 kbit/s, while improving output quality and reducing the required postfilter DNN evaluations from 60 to 6 without any fine-tuning or distillation techniques. We provide theoretical insights and geometric intuitions for our approach in comparison to ScoreDec as well as another recent work that uses flow matching, and conduct ablation studies on our proposed components. We show that FlowDec is a competitive alternative to the recent GAN-dominated stream of neural codecs, achieving FAD scores better than those of the established GAN-based codec DAC and listening test scores that are on par, and producing qualitatively more natural reconstructions for speech and harmonic structures in music.
SonicSim: A customizable simulation platform for speech processing in moving sound source scenarios
The systematic evaluation of speech separation and enhancement models under moving sound source conditions typically requires extensive data comprising diverse scenarios. However, real-world datasets often contain insufficient data to meet the training and evaluation requirements of models. Although synthetic datasets offer a larger volume of data, their acoustic simulations lack realism. Consequently, neither real-world nor synthetic datasets effectively fulfill practical needs. To address these issues, we introduce SonicSim, a synthetic toolkit de-designed to generate highly customizable data for moving sound sources. SonicSim is developed based on the embodied AI simulation platform, Habitat-sim, supporting multi-level adjustments, including scene-level, microphone-level, and source-level, thereby generating more diverse synthetic data. Leveraging SonicSim, we constructed a moving sound source benchmark dataset, SonicSet, using the Librispeech, the Freesound Dataset 50k (FSD50K) and Free Music Archive (FMA), and 90 scenes from the Matterport3D to evaluate speech separation and enhancement models. Additionally, to validate the differences between synthetic data and real-world data, we randomly selected 5 hours of raw data without reverberation from the SonicSet validation set to record a real-world speech separation dataset, which was then compared with the corresponding synthetic datasets. Similarly, we utilized the real-world speech enhancement dataset RealMAN to validate the acoustic gap between other synthetic datasets and the SonicSet dataset for speech enhancement. The results indicate that the synthetic data generated by SonicSim can effectively generalize to real-world scenarios. Demo and code are publicly available at https://cslikai.cn/SonicSim/.
P.808 Multilingual Speech Enhancement Testing: Approach and Results of URGENT 2025 Challenge
In speech quality estimation for speech enhancement (SE) systems, subjective listening tests so far are considered as the gold standard. This should be even more true considering the large influx of new generative or hybrid methods into the field, revealing issues of some objective metrics. Efforts such as the Interspeech 2025 URGENT Speech Enhancement Challenge also involving non-English datasets add the aspect of multilinguality to the testing procedure. In this paper, we provide a brief recap of the ITU-T P.808 crowdsourced subjective listening test method. A first novel contribution is our proposed process of localizing both text and audio components of Naderi and Cutler's implementation of crowdsourced subjective absolute category rating (ACR) listening tests involving text-to-speech (TTS). Further, we provide surprising analyses of and insights into URGENT Challenge results, tackling the reliability of (P.808) ACR subjective testing as gold standard in the age of generative AI. Particularly, it seems that for generative SE methods, subjective (ACR MOS) and objective (DNSMOS, NISQA) reference-free metrics should be accompanied by objective phone fidelity metrics to reliably detect hallucinations. Finally, in the accepted version, we will release our localization scripts and methods for easy deployment for new multilingual speech enhancement subjective evaluations according to ITU-T P.808.
Meta Audiobox Aesthetics: Unified Automatic Quality Assessment for Speech, Music, and Sound
The quantification of audio aesthetics remains a complex challenge in audio processing, primarily due to its subjective nature, which is influenced by human perception and cultural context. Traditional methods often depend on human listeners for evaluation, leading to inconsistencies and high resource demands. This paper addresses the growing need for automated systems capable of predicting audio aesthetics without human intervention. Such systems are crucial for applications like data filtering, pseudo-labeling large datasets, and evaluating generative audio models, especially as these models become more sophisticated. In this work, we introduce a novel approach to audio aesthetic evaluation by proposing new annotation guidelines that decompose human listening perspectives into four distinct axes. We develop and train no-reference, per-item prediction models that offer a more nuanced assessment of audio quality. Our models are evaluated against human mean opinion scores (MOS) and existing methods, demonstrating comparable or superior performance. This research not only advances the field of audio aesthetics but also provides open-source models and datasets to facilitate future work and benchmarking. We release our code and pre-trained model at: https://github.com/facebookresearch/audiobox-aesthetics
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.
WavMark: Watermarking for Audio Generation
Recent breakthroughs in zero-shot voice synthesis have enabled imitating a speaker's voice using just a few seconds of recording while maintaining a high level of realism. Alongside its potential benefits, this powerful technology introduces notable risks, including voice fraud and speaker impersonation. Unlike the conventional approach of solely relying on passive methods for detecting synthetic data, watermarking presents a proactive and robust defence mechanism against these looming risks. This paper introduces an innovative audio watermarking framework that encodes up to 32 bits of watermark within a mere 1-second audio snippet. The watermark is imperceptible to human senses and exhibits strong resilience against various attacks. It can serve as an effective identifier for synthesized voices and holds potential for broader applications in audio copyright protection. Moreover, this framework boasts high flexibility, allowing for the combination of multiple watermark segments to achieve heightened robustness and expanded capacity. Utilizing 10 to 20-second audio as the host, our approach demonstrates an average Bit Error Rate (BER) of 0.48\% across ten common attacks, a remarkable reduction of over 2800\% in BER compared to the state-of-the-art watermarking tool. See https://aka.ms/wavmark for demos of our work.
Neural Synthesis of Footsteps Sound Effects with Generative Adversarial Networks
Footsteps are among the most ubiquitous sound effects in multimedia applications. There is substantial research into understanding the acoustic features and developing synthesis models for footstep sound effects. In this paper, we present a first attempt at adopting neural synthesis for this task. We implemented two GAN-based architectures and compared the results with real recordings as well as six traditional sound synthesis methods. Our architectures reached realism scores as high as recorded samples, showing encouraging results for the task at hand.
Replay Attacks Against Audio Deepfake Detection
We show how replay attacks undermine audio deepfake detection: By playing and re-recording deepfake audio through various speakers and microphones, we make spoofed samples appear authentic to the detection model. To study this phenomenon in more detail, we introduce ReplayDF, a dataset of recordings derived from M-AILABS and MLAAD, featuring 109 speaker-microphone combinations across six languages and four TTS models. It includes diverse acoustic conditions, some highly challenging for detection. Our analysis of six open-source detection models across five datasets reveals significant vulnerability, with the top-performing W2V2-AASIST model's Equal Error Rate (EER) surging from 4.7% to 18.2%. Even with adaptive Room Impulse Response (RIR) retraining, performance remains compromised with an 11.0% EER. We release ReplayDF for non-commercial research use.
Enhance Generation Quality of Flow Matching V2A Model via Multi-Step CoT-Like Guidance and Combined Preference Optimization
Creating high-quality sound effects from videos and text prompts requires precise alignment between visual and audio domains, both semantically and temporally, along with step-by-step guidance for professional audio generation. However, current state-of-the-art video-guided audio generation models often fall short of producing high-quality audio for both general and specialized use cases. To address this challenge, we introduce a multi-stage, multi-modal, end-to-end generative framework with Chain-of-Thought-like (CoT-like) guidance learning, termed Chain-of-Perform (CoP). First, we employ a transformer-based network architecture designed to achieve CoP guidance, enabling the generation of both general and professional audio. Second, we implement a multi-stage training framework that follows step-by-step guidance to ensure the generation of high-quality sound effects. Third, we develop a CoP multi-modal dataset, guided by video, to support step-by-step sound effects generation. Evaluation results highlight the advantages of the proposed multi-stage CoP generative framework compared to the state-of-the-art models on a variety of datasets, with FAD 0.79 to 0.74 (+6.33%), CLIP 16.12 to 17.70 (+9.80%) on VGGSound, SI-SDR 1.98dB to 3.35dB (+69.19%), MOS 2.94 to 3.49(+18.71%) on PianoYT-2h, and SI-SDR 2.22dB to 3.21dB (+44.59%), MOS 3.07 to 3.42 (+11.40%) on Piano-10h.
Streamable Neural Audio Synthesis With Non-Causal Convolutions
Deep learning models are mostly used in an offline inference fashion. However, this strongly limits the use of these models inside audio generation setups, as most creative workflows are based on real-time digital signal processing. Although approaches based on recurrent networks can be naturally adapted to this buffer-based computation, the use of convolutions still poses some serious challenges. To tackle this issue, the use of causal streaming convolutions have been proposed. However, this requires specific complexified training and can impact the resulting audio quality. In this paper, we introduce a new method allowing to produce non-causal streaming models. This allows to make any convolutional model compatible with real-time buffer-based processing. As our method is based on a post-training reconfiguration of the model, we show that it is able to transform models trained without causal constraints into a streaming model. We show how our method can be adapted to fit complex architectures with parallel branches. To evaluate our method, we apply it on the recent RAVE model, which provides high-quality real-time audio synthesis. We test our approach on multiple music and speech datasets and show that it is faster than overlap-add methods, while having no impact on the generation quality. Finally, we introduce two open-source implementation of our work as Max/MSP and PureData externals, and as a VST audio plugin. This allows to endow traditional digital audio workstation with real-time neural audio synthesis on a laptop CPU.
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/.}
AV2Wav: Diffusion-Based Re-synthesis from Continuous Self-supervised Features for Audio-Visual Speech Enhancement
Speech enhancement systems are typically trained using pairs of clean and noisy speech. In audio-visual speech enhancement (AVSE), there is not as much ground-truth clean data available; most audio-visual datasets are collected in real-world environments with background noise and reverberation, hampering the development of AVSE. In this work, we introduce AV2Wav, a resynthesis-based audio-visual speech enhancement approach that can generate clean speech despite the challenges of real-world training data. We obtain a subset of nearly clean speech from an audio-visual corpus using a neural quality estimator, and then train a diffusion model on this subset to generate waveforms conditioned on continuous speech representations from AV-HuBERT with noise-robust training. We use continuous rather than discrete representations to retain prosody and speaker information. With this vocoding task alone, the model can perform speech enhancement better than a masking-based baseline. We further fine-tune the diffusion model on clean/noisy utterance pairs to improve the performance. Our approach outperforms a masking-based baseline in terms of both automatic metrics and a human listening test and is close in quality to the target speech in the listening test. Audio samples can be found at https://home.ttic.edu/~jcchou/demo/avse/avse_demo.html.
HEAR: Holistic Evaluation of Audio Representations
What audio embedding approach generalizes best to a wide range of downstream tasks across a variety of everyday domains without fine-tuning? The aim of the HEAR benchmark is to develop a general-purpose audio representation that provides a strong basis for learning in a wide variety of tasks and scenarios. HEAR evaluates audio representations using a benchmark suite across a variety of domains, including speech, environmental sound, and music. HEAR was launched as a NeurIPS 2021 shared challenge. In the spirit of shared exchange, each participant submitted an audio embedding model following a common API that is general-purpose, open-source, and freely available to use. Twenty-nine models by thirteen external teams were evaluated on nineteen diverse downstream tasks derived from sixteen datasets. Open evaluation code, submitted models and datasets are key contributions, enabling comprehensive and reproducible evaluation, as well as previously impossible longitudinal studies. It still remains an open question whether one single general-purpose audio representation can perform as holistically as the human ear.
Acoustic Volume Rendering for Neural Impulse Response Fields
Realistic audio synthesis that captures accurate acoustic phenomena is essential for creating immersive experiences in virtual and augmented reality. Synthesizing the sound received at any position relies on the estimation of impulse response (IR), which characterizes how sound propagates in one scene along different paths before arriving at the listener's position. In this paper, we present Acoustic Volume Rendering (AVR), a novel approach that adapts volume rendering techniques to model acoustic impulse responses. While volume rendering has been successful in modeling radiance fields for images and neural scene representations, IRs present unique challenges as time-series signals. To address these challenges, we introduce frequency-domain volume rendering and use spherical integration to fit the IR measurements. Our method constructs an impulse response field that inherently encodes wave propagation principles and achieves state-of-the-art performance in synthesizing impulse responses for novel poses. Experiments show that AVR surpasses current leading methods by a substantial margin. Additionally, we develop an acoustic simulation platform, AcoustiX, which provides more accurate and realistic IR simulations than existing simulators. Code for AVR and AcoustiX are available at https://zitonglan.github.io/avr.
NU-GAN: High resolution neural upsampling with GAN
In this paper, we propose NU-GAN, a new method for resampling audio from lower to higher sampling rates (upsampling). Audio upsampling is an important problem since productionizing generative speech technology requires operating at high sampling rates. Such applications use audio at a resolution of 44.1 kHz or 48 kHz, whereas current speech synthesis methods are equipped to handle a maximum of 24 kHz resolution. NU-GAN takes a leap towards solving audio upsampling as a separate component in the text-to-speech (TTS) pipeline by leveraging techniques for audio generation using GANs. ABX preference tests indicate that our NU-GAN resampler is capable of resampling 22 kHz to 44.1 kHz audio that is distinguishable from original audio only 7.4% higher than random chance for single speaker dataset, and 10.8% higher than chance for multi-speaker dataset.
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.
Zero-Shot vs. Few-Shot Multi-Speaker TTS Using Pre-trained Czech SpeechT5 Model
In this paper, we experimented with the SpeechT5 model pre-trained on large-scale datasets. We pre-trained the foundation model from scratch and fine-tuned it on a large-scale robust multi-speaker text-to-speech (TTS) task. We tested the model capabilities in a zero- and few-shot scenario. Based on two listening tests, we evaluated the synthetic audio quality and the similarity of how synthetic voices resemble real voices. Our results showed that the SpeechT5 model can generate a synthetic voice for any speaker using only one minute of the target speaker's data. We successfully demonstrated the high quality and similarity of our synthetic voices on publicly known Czech politicians and celebrities.
Universal Score-based Speech Enhancement with High Content Preservation
We propose UNIVERSE++, a universal speech enhancement method based on score-based diffusion and adversarial training. Specifically, we improve the existing UNIVERSE model that decouples clean speech feature extraction and diffusion. Our contributions are three-fold. First, we make several modifications to the network architecture, improving training stability and final performance. Second, we introduce an adversarial loss to promote learning high quality speech features. Third, we propose a low-rank adaptation scheme with a phoneme fidelity loss to improve content preservation in the enhanced speech. In the experiments, we train a universal enhancement model on a large scale dataset of speech degraded by noise, reverberation, and various distortions. The results on multiple public benchmark datasets demonstrate that UNIVERSE++ compares favorably to both discriminative and generative baselines for a wide range of qualitative and intelligibility metrics.
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.
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/.
Spectral Codecs: Spectrogram-Based Audio Codecs for High Quality Speech Synthesis
Historically, most speech models in machine-learning have used the mel-spectrogram as a speech representation. Recently, discrete audio tokens produced by neural audio codecs have become a popular alternate speech representation for speech synthesis tasks such as text-to-speech (TTS). However, the data distribution produced by such codecs is too complex for some TTS models to predict, hence requiring large autoregressive models to get reasonable quality. Typical audio codecs compress and reconstruct the time-domain audio signal. We propose a spectral codec which compresses the mel-spectrogram and reconstructs the time-domain audio signal. A study of objective audio quality metrics suggests that our spectral codec has comparable perceptual quality to equivalent audio codecs. Furthermore, non-autoregressive TTS models trained with the proposed spectral codec generate audio with significantly higher quality than when trained with mel-spectrograms or audio codecs.
TTSDS -- Text-to-Speech Distribution Score
Many recently published Text-to-Speech (TTS) systems produce audio close to real speech. However, TTS evaluation needs to be revisited to make sense of the results obtained with the new architectures, approaches and datasets. We propose evaluating the quality of synthetic speech as a combination of multiple factors such as prosody, speaker identity, and intelligibility. Our approach assesses how well synthetic speech mirrors real speech by obtaining correlates of each factor and measuring their distance from both real speech datasets and noise datasets. We benchmark 35 TTS systems developed between 2008 and 2024 and show that our score computed as an unweighted average of factors strongly correlates with the human evaluations from each time period.
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.
Score Distillation Sampling for Audio: Source Separation, Synthesis, and Beyond
We introduce Audio-SDS, a generalization of Score Distillation Sampling (SDS) to text-conditioned audio diffusion models. While SDS was initially designed for text-to-3D generation using image diffusion, its core idea of distilling a powerful generative prior into a separate parametric representation extends to the audio domain. Leveraging a single pretrained model, Audio-SDS enables a broad range of tasks without requiring specialized datasets. In particular, we demonstrate how Audio-SDS can guide physically informed impact sound simulations, calibrate FM-synthesis parameters, and perform prompt-specified source separation. Our findings illustrate the versatility of distillation-based methods across modalities and establish a robust foundation for future work using generative priors in audio tasks.
NanoCodec: Towards High-Quality Ultra Fast Speech LLM Inference
Large Language Models (LLMs) have significantly advanced audio processing by leveraging audio codecs to discretize audio into tokens, enabling the application of language modeling techniques to speech data. However, existing audio codecs often operate at high frame rates, leading to slow training and inference, particularly for autoregressive models. To address this, there is growing interest in low frame-rate audio codecs, which reduce the number of autoregressive steps required to generate one second of audio. In this paper, we conduct ablation studies to examine the impact of frame rate, bitrate, and causality on codec reconstruction quality. Based on our findings, we introduce NanoCodec, a state-of-the-art audio codec that achieves high-quality compression at just 12.5 frames per second (FPS). NanoCodec outperforms related works across various bitrate ranges, establishing a new benchmark for low-latency and efficient Speech LLM training and inference.
EnvSDD: Benchmarking Environmental Sound Deepfake Detection
Audio generation systems now create very realistic soundscapes that can enhance media production, but also pose potential risks. Several studies have examined deepfakes in speech or singing voice. However, environmental sounds have different characteristics, which may make methods for detecting speech and singing deepfakes less effective for real-world sounds. In addition, existing datasets for environmental sound deepfake detection are limited in scale and audio types. To address this gap, we introduce EnvSDD, the first large-scale curated dataset designed for this task, consisting of 45.25 hours of real and 316.74 hours of fake audio. The test set includes diverse conditions to evaluate the generalizability, such as unseen generation models and unseen datasets. We also propose an audio deepfake detection system, based on a pre-trained audio foundation model. Results on EnvSDD show that our proposed system outperforms the state-of-the-art systems from speech and singing domains.
SilentCipher: Deep Audio Watermarking
In the realm of audio watermarking, it is challenging to simultaneously encode imperceptible messages while enhancing the message capacity and robustness. Although recent advancements in deep learning-based methods bolster the message capacity and robustness over traditional methods, the encoded messages introduce audible artefacts that restricts their usage in professional settings. In this study, we introduce three key innovations. Firstly, our work is the first deep learning-based model to integrate psychoacoustic model based thresholding to achieve imperceptible watermarks. Secondly, we introduce psuedo-differentiable compression layers, enhancing the robustness of our watermarking algorithm. Lastly, we introduce a method to eliminate the need for perceptual losses, enabling us to achieve SOTA in both robustness as well as imperceptible watermarking. Our contributions lead us to SilentCipher, a model enabling users to encode messages within audio signals sampled at 44.1kHz.
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.
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.
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.
Lessons Learned from the URGENT 2024 Speech Enhancement Challenge
The URGENT 2024 Challenge aims to foster speech enhancement (SE) techniques with great universality, robustness, and generalizability, featuring a broader task definition, large-scale multi-domain data, and comprehensive evaluation metrics. Nourished by the challenge outcomes, this paper presents an in-depth analysis of two key, yet understudied, issues in SE system development: data cleaning and evaluation metrics. We highlight several overlooked problems in traditional SE pipelines: (1) mismatches between declared and effective audio bandwidths, along with label noise even in various "high-quality" speech corpora; (2) lack of both effective SE systems to conquer the hardest conditions (e.g., speech overlap, strong noise / reverberation) and reliable measure of speech sample difficulty; (3) importance of combining multifaceted metrics for a comprehensive evaluation correlating well with human judgment. We hope that this endeavor can inspire improved SE pipeline designs in the future.
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.
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.
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/
Efficient neural networks for real-time modeling of analog dynamic range compression
Deep learning approaches have demonstrated success in modeling analog audio effects. Nevertheless, challenges remain in modeling more complex effects that involve time-varying nonlinear elements, such as dynamic range compressors. Existing neural network approaches for modeling compression either ignore the device parameters, do not attain sufficient accuracy, or otherwise require large noncausal models prohibiting real-time operation. In this work, we propose a modification to temporal convolutional networks (TCNs) enabling greater efficiency without sacrificing performance. By utilizing very sparse convolutional kernels through rapidly growing dilations, our model attains a significant receptive field using fewer layers, reducing computation. Through a detailed evaluation we demonstrate our efficient and causal approach achieves state-of-the-art performance in modeling the analog LA-2A, is capable of real-time operation on CPU, and only requires 10 minutes of training data.
Hi-Fi Multi-Speaker English TTS Dataset
This paper introduces a new multi-speaker English dataset for training text-to-speech models. The dataset is based on LibriVox audiobooks and Project Gutenberg texts, both in the public domain. The new dataset contains about 292 hours of speech from 10 speakers with at least 17 hours per speaker sampled at 44.1 kHz. To select speech samples with high quality, we considered audio recordings with a signal bandwidth of at least 13 kHz and a signal-to-noise ratio (SNR) of at least 32 dB. The dataset is publicly released at http://www.openslr.org/109/ .
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.
SpectroStream: A Versatile Neural Codec for General Audio
We propose SpectroStream, a full-band multi-channel neural audio codec. Successor to the well-established SoundStream, SpectroStream extends its capability beyond 24 kHz monophonic audio and enables high-quality reconstruction of 48 kHz stereo music at bit rates of 4--16 kbps. This is accomplished with a new neural architecture that leverages audio representation in the time-frequency domain, which leads to better audio quality especially at higher sample rate. The model also uses a delayed-fusion strategy to handle multi-channel audio, which is crucial in balancing per-channel acoustic quality and cross-channel phase consistency.
Sound propagation in realistic interactive 3D scenes with parameterized sources using deep neural operators
We address the challenge of sound propagation simulations in 3D virtual rooms with moving sources, which have applications in virtual/augmented reality, game audio, and spatial computing. Solutions to the wave equation can describe wave phenomena such as diffraction and interference. However, simulating them using conventional numerical discretization methods with hundreds of source and receiver positions is intractable, making stimulating a sound field with moving sources impractical. To overcome this limitation, we propose using deep operator networks to approximate linear wave-equation operators. This enables the rapid prediction of sound propagation in realistic 3D acoustic scenes with moving sources, achieving millisecond-scale computations. By learning a compact surrogate model, we avoid the offline calculation and storage of impulse responses for all relevant source/listener pairs. Our experiments, including various complex scene geometries, show good agreement with reference solutions, with root mean squared errors ranging from 0.02 Pa to 0.10 Pa. Notably, our method signifies a paradigm shift as no prior machine learning approach has achieved precise predictions of complete wave fields within realistic domains. We anticipate that our findings will drive further exploration of deep neural operator methods, advancing research in immersive user experiences within virtual environments.
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.
Cross-Domain Audio Deepfake Detection: Dataset and Analysis
Audio deepfake detection (ADD) is essential for preventing the misuse of synthetic voices that may infringe on personal rights and privacy. Recent zero-shot text-to-speech (TTS) models pose higher risks as they can clone voices with a single utterance. However, the existing ADD datasets are outdated, leading to suboptimal generalization of detection models. In this paper, we construct a new cross-domain ADD dataset comprising over 300 hours of speech data that is generated by five advanced zero-shot TTS models. To simulate real-world scenarios, we employ diverse attack methods and audio prompts from different datasets. Experiments show that, through novel attack-augmented training, the Wav2Vec2-large and Whisper-medium models achieve equal error rates of 4.1\% and 6.5\% respectively. Additionally, we demonstrate our models' outstanding few-shot ADD ability by fine-tuning with just one minute of target-domain data. Nonetheless, neural codec compressors greatly affect the detection accuracy, necessitating further research.
Modeling and Driving Human Body Soundfields through Acoustic Primitives
While rendering and animation of photorealistic 3D human body models have matured and reached an impressive quality over the past years, modeling the spatial audio associated with such full body models has been largely ignored so far. In this work, we present a framework that allows for high-quality spatial audio generation, capable of rendering the full 3D soundfield generated by a human body, including speech, footsteps, hand-body interactions, and others. Given a basic audio-visual representation of the body in form of 3D body pose and audio from a head-mounted microphone, we demonstrate that we can render the full acoustic scene at any point in 3D space efficiently and accurately. To enable near-field and realtime rendering of sound, we borrow the idea of volumetric primitives from graphical neural rendering and transfer them into the acoustic domain. Our acoustic primitives result in an order of magnitude smaller soundfield representations and overcome deficiencies in near-field rendering compared to previous approaches.
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.
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.