We present a real-time musical interface that converts natural-language scene descriptions into evolving procedural soundscapes. A performer types a prompt such as "warm jazz cafe at midnight" and steers it through direct parameter adjustments - stepping brightness down, switching a rhythm style - each producing a predictable, audible shift without re-prompting. Where GPU-bound text-to-audio systems synthesize monolithic waveforms, our instrument generates human-readable configurations over a categorical schema, enabling fine-grained performer control; most valid combinations are designed to sound musically coherent. Three interchangeable backends - embedding retrieval for sub-second CPU-only use, hosted LLMs via API, and a fine-tuned 270M local model - all emit the same schema. A live generator architecture continuously emits audio while resolving new instructions in the background, crossfading seamlessly when ready; even when an LLM takes 5-12 seconds to respond, the audience hears uninterrupted sound - reframing text-to-music as an ongoing performable stream rather than a one-shot generation. We evaluate text-audio semantic alignment using LAION-CLAP on held-out prompts as a technical proxy, finding that retrieval-based configuration outperforms random valid configurations on this metric, while noting that LAION-CLAP also informed retrieval-map construction. We report performance observations, informal listener feedback, and release materials for the SDK, dataset artifacts, model, and audiovisual performance interface.
We present an agentic soundscape construction framework for controllable compositional audio generation that makes explicit the scene planning, source selection, temporal layout, and rendering steps typically handled implicitly by single-shot text-to-audio models. An LLM-based agent converts user intent into an executable scene plan, acquires assets through retrieval and on-demand generation, renders controllable multi-event mixtures, and exports aligned scene metadata. The framework also supports human-in-the-loop interaction through user-guided tool selection and editable scene plans. Together, these components provide an inspectable and reusable approach to controllable soundscape synthesis and scalable audio-language data construction. Listener studies and objective metrics demonstrate competitive generation performance against text-to-audio baselines, while models trained with agent-generated data consistently outperform real-only baselines in downstream audio reasoning. Code, demos, and listening-test results are available at https://haozhang6720.github.io/SoundscapeAgentDemoPage/.
Text-to-music generation has advanced rapidly, but current systems still rely primarily on global text prompts, leaving the structural organization of generated music implicit and difficult to inspect, control, or revise before audio generation. To address this issue, we introduce MusicLayout, an explicit intermediate representation for controlling musical structure in text-to-music generation. MusicLayout describes a musical piece as a time-aligned layout of sections, textures, repetitions, variations, and instrument-level arrangements, serving as an interpretable planning layer between textual intent and the generated music. We integrate MusicLayout into a text-to-music framework built on a unified autoregressive formulation, where the model first generates a MusicLayout representation and subsequently predicts audio tokens conditioned on this representation within a single sequence. The resulting MusicLayout can be inspected and modified prior to audio generation, providing a mechanism for layout-level structural control. We evaluate MusicLayout through layout-conditioned generation, layout manipulation experiments, and matched-data ablations, providing evidence that explicit layout planning can improve long-range structural organization and support layout-level control.
Recent text-to-audio models enable adaptive game soundtracks, but small prompt changes can cause abrupt musical shifts. We evaluate MusicGen-small, MusicGen-large, and Stable Audio 2.5 under Minimal Lexical Substitution, Intensity Shifts, and Structural Rephrasing using log-Mel distance, MFCC/chroma-DTW, and CLAP similarity. Stable Audio 2.5 achieves the lowest pooled acoustic distances and the highest audio-audio CLAP similarity under structural rephrasing, while MusicGen-large has the highest audio-audio CLAP similarity under lexical substitutions and intensity shifts. Stable Audio 2.5 also shows the greatest between-seed variation in prompt-to-audio alignment, demonstrating the importance of multi-seed robustness evaluation for adaptive game audio.