Spatial audio editing modifies an existing soundfield according to a user's instruction while preserving the rest of the scene. Unlike conventional audio editing, it must reason jointly about audio events, spatial information, dynamic changes, and environmental information in first-order Ambisonic (FOA) waveforms. Existing language-guided editors mainly target conventional audio or rely on sequential operations, and therefore do not directly support one-stage editing for complex 3D spatial instructions. We present SwanWeave, the first one-stage multi-task framework for instruction-guided 3D FOA spatial audio editing. We build paired FOA supervision from open-source speech and sound-effect corpora using controllable room simulation, covering more than ten single-operation and compound tasks across the four editing axes. To handle this heterogeneous edit space, SwanWeave uses Spatial Edit Mixture-of-Experts (SE-MoE) with dual-level routing, selecting task-aware expert combinations for compound instructions and frame-level routed/null experts for local edit decisions. We further introduce Spatial Preference Optimization (SPO), a Direct Preference Optimization (DPO)-based alignment objective with edit-specific negative targets, and adopt staged training to improve natural-language grounding. Experiments show that SwanWeave achieves better editing quality than existing general audio editors and spatial audio baselines across all tasks. Spatial audio editing demos can be found at https://swanaigc.github.io/#swanweave, code can be found at: https://github.com/MM-Speech/SwanWeave.
Recent multimodal large language models mainly process audio as monaural signals, thereby discarding the spatial cues contained in spatial audio for sound localization, spatial relation reasoning, and spatial scene understanding. We propose Spatial-Omni, a lightweight method that implements SO-Encoder to inject First-Order Ambisonics (FOA) spatial audio into existing Omni LLMs as an independent modality, without modifying their original audio encoders. SO-Encoder provides spatial tokens with limited additional context cost and improves spatial audio understanding through efficient staged training. To support training and evaluation, we construct SO-Dataset, SO-QA, and SO-Bench from open-source data, real recordings, and simulations, containing 400K FOA spatial audio clips and 2.1M spatial question answering pairs. SO-Bench covers 16 spatial audio understanding subtasks, including basic detection and location estimation, spatial relation understanding, and complex spatial reasoning. Experiments show that Spatial-Omni outperforms existing open-source Large Audio-Language Models (LALMs) and Omni LLM models on spatial audio understanding tasks while retaining a reasonable level of general audio understanding. Code and data are available at https://github.com/dieKarotte/Spatial-Omni.
Real-time and accurate spatial audio generation is pivotal for delivering an immersive experience. However, existing spatial audio synthesis technologies are often encumbered by a tradeoff between generation quality and high inference latency, as well as difficulty in capturing precise spatial information from multimodal inputs. To address these challenges, we propose SwanSphere, a unified streaming framework for high-fidelity spatial audio generation from panoramic videos and text prompts. SwanSphere mainly makes the following contributions: 1) We introduce a causal autoregressive diffusion transformer architecture that enables streaming high-quality spatial audio generation. 2) We design a Spatial Video-Audio Contrastive (SVAC) learning strategy to align the video encoder with the acoustic domain, and further employ a multi-objective online direct preference optimization (ODPO) scheme, resulting in strong spatial perception and robust multimodal spatial audio synthesis. 3) To alleviate the current scarcity of spatial audio datasets, we also develop an automated annotation pipeline for generating detailed spatial captions. Experimental results demonstrate that SwanSphere achieves superior performance in both video-to-spatial and text-to-spatial audio generation tasks. Demos can be found at: https://swanaigc.github.io.
Audio editing aims to modify specific content in an existing audio clip according to a text instruction or description while preserving the remaining acoustic content. Despite the remarkable progress of diffusion models, existing training-based editing methods mainly rely on the local inductive biases and cross-attention interaction in convolutional U-Net backbones, which often hinder long-range semantic alignment and precise understanding and localization of instructions. In contrast, diffusion transformers provide stronger global modeling and multimodal fusion, but existing editing architectures usually adopt a simple stack of diffusion transformer blocks. Applying joint attention over concatenated audio and text tokens in all blocks results in quadratic complexity with respect to token length. To balance editing performance and efficiency, we propose a novel instruction-guided audio editing framework based on rectified flow matching (RFM), named RFM-Editing 2, built on a hybrid two-stage diffusion transformer. The proposed model performs joint attention over audio and text tokens to establish coarse semantic alignment at the low-resolution stage, then switches to alternating joint-attention and cross-attention blocks to refine editing details at the high-resolution stage. This coarse-to-fine strategy enables efficient and accurate instruction-guided audio editing. Experiments show that the proposed framework achieves notable performance gains on challenging editing tasks involving overlapping audio events and complex instructions, while substantially improving editing efficiency.