Audio Editing
Momentum
7 papers in the last four weeks, against 2 the four weeks before. 0.1% of all new papers.
Latest papers 41
Sound morphing, generating intermediate sounds that transition from one sonic identity to another, can be a powerful tool for musical sound design. Existing diffusion-based morphing approaches entangle temporal structure and timbral identity, offering no mechanism to hold one fixed while transforming the other. We present smorph, a training-free guidance framework that preserves how a sound behaves over time while transforming what the sound is, allowing users to morph, for instance from brass to strings at a fixed pitch. We demonstrate across three morphing modes: prompt-to-prompt, audio-to-prompt, and audio-to-audio. Evaluations across diverse datasets show that smorph effectively produces smooth morph trajectories while substantially improving temporal-structure and source preservation over baselines, albeit with more conservative target-ward transformation in some settings. In an exploratory case study, musicians found smorph trajectories to be expressive and playable, suggesting structural anchoring can serve as a productive constraint for instrumental interaction.
End-to-End Historical Music Restoration in Latent Space
Historical music restoration (HMR) has almost exclusively focused on constrained problems such as Super-Resolution or the restoration of solo pieces, under-exploring the general task of restoring orchestral historical music, which has multiple instruments. This under-exploration is largely because the HMR domain, early-20th-century recordings, has no pre-degradation ground-truth pairs, making the restoration task unsupervised and more challenging. This paper presents a supervised end-to-end orchestral HMR benchmark by exploring both the synthetic degradation functions and the end-to-end generative deep-learning restoration methods. We simulate the historical recording degradation chain more faithfully than prior work, which makes orchestral restoration into a tractable supervised problem. A latent flow-matching model trained on the resulting synthetic pairs outperforms existing HMR baselines on intrusive, non-intrusive, and subjective evaluations. We also curate and release a 9.3-hour license-free, unpaired, historical classical-music test set, along with code and audio demos.
Game Sound-Effect Completion with Event-Level Transformation Hints
Creating sound effects for a new game-character skin requires a distinct acoustic identity while preserving gameplay-event roles. The challenge is to complete a coherent set of related sounds whose required degrees of redesign differ. We formulate this task as completion conditioned on base-skin audio, completed target assets, and a textual design description. We develop a pipeline to collect, process, and align corresponding events across League of Legends skins. Building on Stable Audio 3's pretrained audio prior, we fine-tune a latent inpainting model to jointly complete missing events. A signed soft retention mask encodes available audio and an adjustable transformation hint for each missing event, specifying the requested balance between retention and redesign. Experiments on held-out skins show improved reconstruction over the evaluated general-purpose audio editors. Target-derived hints further improve paired similarity, with three-level hints retaining most of the benefit of continuous guidance.
AVIO: Learning to Add and Remove Sounding Objects in Audiovisual Scenes
Adding or removing a sounding object requires coordinated changes to visual content and sound while preserving the surrounding scene. Yet paired supervision for localized non-speech audiovisual editing remains limited, as visual and acoustic edits must target the same object and isolate its sound from overlapping sources. To address this gap, we introduce \textit{AVIOBench}, a dataset comprising 37.9 hours of paired audiovisual examples spanning 1{,}878 target-object names. AVIOBench links the visual presence and acoustic contribution of each target object through a shared identity and visual mask. Our automated pipeline uses visual grounding and cross-modal consistency to select target-sound removal candidates, then jointly refines the audiovisual pairs to improve perceptual quality and cross-modal consistency. Building on this dataset, we propose \textit{AVIO}, which adapts a pretrained text-to audiovisual generation model through source-conditioned feature modulation to jointly learn object addition and removal. A reference-frame curriculum gradually reduces reference conditioning during training, enabling one model to perform instruction-only editing with optional visual guidance. Quantitative and qualitative evaluations demonstrate effective audiovisual object removal and addition, with optional reference guidance providing appearance and placement control for addition.
Spot, Separate, and Enhance: Fully Generative Approach for Audio Mixing
We introduce Spot, Separate, and Enhance (SSE), the first multimodal, user-guided generative model for audio remixing and enhancement. SSE enhances video content by rebalancing the audio, removing unwanted audio sources, and reducing reverberation, guided by both video and textual descriptions. To support its training and evaluation, we propose DegradedMix, a new dataset built on the audio remixing benchmark MuddyMix. We also adopt evaluation metrics from generative modeling, which better capture the creative nature of remixing than standard reconstruction-based metrics. SSE outperforms existing baselines in both controllability and remixing quality, as shown by extensive experiments. Project page: https://sse-ai.notion.site
SRF-SVB: Style-Consistent Singing Voice Beautifying via Rectified Flow
Singing voice beautifying (SVB) aims to correct pitch and rhythm of amateur singing while enhancing vocal quality, preserving lyrics and the singer's timbre. Existing methods, however, suffer from limited generation quality and efficiency, and tend to neglect the preservation of the singer's style. We propose SRF-SVB, a style-consistent model for SVB via rectified flow, which achieves high-fidelity and efficient beautification covering pitch and rhythm correction. Furthermore, we design a context-guided masked mel-spectrogram inpainting mechanism that effectively preserves the amateur singer's style, including unique timbre and expressive patterns. Experiments on both English and Chinese test sets show that SRF-SVB outperforms baseline models in most objective and subjective metrics.
Synthesis and editing of multi-instrument audio mixtures using scalar-quantised latents with MIDI Span conditioning
Music creation often involves iterative refinement, changing selected musical details while retaining the rest. To support such refinement, we introduce SpanSynth-Edit, a flow-matching model for MIDI-guided synthesis and editing of multi-instrument audio mixtures using low-frame-rate scalar-quantised latents. MIDI Span encodes instrument-labelled note lifecycles as unordered event sets with continuous-valued attributes and pools each set into one conditioning vector per audio-latent frame. The model uses contextual audio for instrument-specific timbre guidance and supports editing by resynthesising the target region from revised MIDI. Experiments on single- and multi-instrument benchmarks show competitive performance and demonstrate within-frame onset control. We also discuss limitations of transcription-based note-adherence evaluation.
SongCraft: Unified Song Generation and Editing with Reconstructive Learning
Song generation and editing have mostly been treated as separate tasks. Existing editing methods often require noise injection and regeneration or curated paired training data. We propose a unified approach for song generation and editing based on reconstructive pretraining, in which a model is trained to reconstruct audio from varying numbers of interpretable conditions. With conditions such as text and lyrics, the model learns to generate diverse songs. With dense conditions specifying fine-grained music attributes, the model learns to reconstruct the target and enables editing by modifying any single attribute while keeping others fixed. This leads to SongCraft, a latent flow matching based model trained for both generation and fine-grained editing. To improve song generation quality, we further introduce word-level phoneme alignment that improves pronunciation learning and accelerates convergence, beat conditioning that improves general musicality, and representation alignment on VAE latent space that produces semantically meaningful latents for improved generation quality. Experiments show that SongCraft achieves the lowest word error rate among evaluated song generation baselines while maintaining competitive audio quality. We further show that a single model can support editing of lyrics, vocal melody, beats, and singer identity, and we also study the trade-off between reconstruction quality and editability.
One-Stage Multi-Task Instruction-Guided 3D Spatial Audio Editing
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.
CookVoice: Unified Framework for Style Controllable Multi-Modal Human Voice Generation
Human voice generation has made rapid progress in speech generation, singing voice generation, voice cloning, and voice editing. However, most existing systems are designed for specific tasks and often rely on task-dependent architectures, control signals, or autoregressive decoding, limiting fine-grained controllability and inference efficiency. In this paper, we propose CookVoice, a unified framework for multimodal, multi-style, and multi-task human voice generation. CookVoice decomposes the human voice into three key factors: content, prosody, and style, enabling both speech and singing voice generation within a unified model. To achieve precise and flexible controllability, we design a flexible alignment strategy that maps text, style, and prosody control signals onto the frame-level of spectrogram. This design allows CookVoice to support a wide range of tasks, including text-to-speech, text-to-singing voice, style-controllable generation, voice mimicry, voice conversion, and voice editing. Experimental results show that CookVoice achieves generation quality comparable to existing Text-to-Speech and text-to-singing voice baselines, while providing stronger style and prosody controllability. Moreover, CookVoice achieves comparable performance to large-scale baselines with only 43.51 million parameters and efficient inference using as few as 4 ODE steps, making it a practical solution for real-world human voice generation applications. Demo page is available at https://haoweilou.github.io/CookVoice/.
Dramarrator: Object-Based Audio Editing for Audio Drama Production from Books
Audio dramas weave dialogue, sound effects, and music into immersive stories. Creators often adapt books into audio dramas, but this process remains labor-intensive, requiring them to interpret source material, author scripts, generate audio assets, and assemble them on a timeline. Because story elements like characters and scenes manifest across many interdependent assets, a single change can ripple into manual updates across the entire project. We present Dramarrator, an audio drama authoring tool built around object-based audio editing, where these story elements are represented as editable objects. Dramarrator extracts these objects from a book, generates linked audio assets (speech, sound effects, and music), and composes a multi-track audio drama. Edits to any object (e.g., a character's voice) automatically propagate to all dependent assets. In a user study with professionals (N=8), Dramarrator significantly lowered task load when creating audio dramas. A listener study (N=300) shows that creator-refined output from Dramarrator approaches the quality of productions made with existing professional tools, and an exploratory study (N=3) suggests object-based editing lowers entry barriers and generalizes beyond audio dramas.
CLASVS: Continuous-Latent Autoregression for Melody-Preserving Lyric Editing in Singing Voice Synthesis
Reference-conditioned melody-preserving lyric editing replaces words while retaining a performance's timing, singer identity, and naturalness. Continuous-latent autoregression avoids finite codebooks and offers stepwise generation with learned stopping. Editing creates a conflict absent from ordinary reconstruction: training pairs reference cues with original lyrics, whereas inference asks revised lyrics to override source-lyric-correlated cues; one source-following patch can propagate through AR history. We introduce CLASVS. Its State-Control-Transition (SCT) routing keeps target-lyric and reference-melody controls persistent, returns semantic feedback on phonetic progress to the causal planner, and confines the previous latent patch to the local Transition. Progressive State-Control Grounding (PSCG) learns this contract through paired-edit-free, content-consistent Mandarin reconstruction. On two Mandarin benchmarks, CLASVS improves all four operations over discrete-AR Vevo2 and reduces macro-PER by 46.2%, while maintaining melody, singer similarity, and perceptual quality. Together, these results establish a strong continuous-AR operating point for score-annotation-free lyric edits and a basis for broader stepwise control. Audio demonstrations are available on our project page: https://piedpiperg.github.io/clasvs-demo/.
P-MUSE: Prompt-MIDI-Optional Model for Unified Instrumental Music Synthesis and Editing
MIDI-to-Music system renders the melody and rhythm of a target MIDI sequence into musical segment while cloning instrument timbre from a prompt recording. Existing systems typically adopt one of two distinct paradigms: conditional generation with prompt audio alone, which remains applicable when aligned prompt MIDI is unavailable, and In-Context Learning with paired prompt audio and MIDI, which exploits cross-modal alignment for stronger control on MIDI following and timbre similarity. We introduce P-MUSE, an instrumental MIDI-to-Music framework that unifies both paradigms via a multi-stage Curriculum-Learning supporting prompt-MIDI-optional inputs. P-MUSE further unifies music generation and local editing through a shared fill-in-the-middle formulation. Grounded in theoretical analysis and empirical study, we propose a phase-aware classifier-free guidance scheduling principle for Transcription-to-Audio systems, alongside a Tail-Drop strategy. Finally, to advance research in this field, we establish the first comprehensive benchmark, covering various prompt modes, generation/editing tasks, and four representative instruments: piano, guitar, bass, and drums. Demos are available at https://p-muse.github.io/.
TORUS: A Test of Rendering-Understanding Self-Coherence for Unified Audio Models
Unified audio models capable of audio understanding, audio generation and, increasingly, audio editing are proliferating rapidly. Yet a basic question about them remains unanswered: do the two heads of a unified model agree about the same audio? Current practice evaluates each capability in isolation on specialized benchmarks, and never asks whether a model can make sense of its own generations. We present TORUS, the first self-coherence test for audio-native unified models. TORUS comprises 48 three-stage self-coherence tests carrying 432 six-option questions spanning speech, sound and music across five task families. We holistically evaluate five open unified models alongside a Cascaded Baseline that combines state-of-the-art specialized generation, editing and understanding models. The best unified model answers 50.5% of questions against the Cascaded Baseline's 63.2% and a 16.7% chance floor. Models struggle on audio editing. Among the evaluated audio models (specialized and unified), we observe limited self-coherence, and thus position self-coherence as an essential test for future audio systems.
Automatic Audio Equalization with Semantic Embeddings
This paper presents a data-driven approach to automatic blind equalization of audio by predicting log-mel spectral features and deriving an inverse filter. The method uses a deep neural network, where a pre-trained model provides semantic embeddings as a backbone, and only a lightweight head is trained. This design is intended to enhance training efficiency and generalization. Trained on both music and speech, the model is robust to noise and reverberation. Objective evaluations confirm its effectiveness, and subjective tests show performance comparable to that of an oracle that uses true log-mel spectral features, indicating that the model accurately estimates the desired characteristics, with remaining limitations attributed to the filtering stage. Overall, the results highlight the potential of the method for real-world audio enhancement applications.
RIME: Enabling Large-Scale Agentic Music Post-Production
Almost every piece of recorded music you have ever heard was modified before it reached you; commercial releases rarely spring fully formed from a musician's mind. Despite the promise of music generation models for one-shot output, such fine-grained iterative refinement workflows are a complementary problem and largely out of their reach. There is also a gap for musicians: while they can express what they want to hear, not all have the facility with studio production tools to implement the complex set of actions needed to realize these intuitions. We formalize this task as agentic post-production, wherein individual aspects of a track are targeted, refined, and combined into a final version. We argue the bottleneck is data: existing corpora do not reflect how realistic post-production chains map onto the vocabulary musicians and engineers actually use. We observe that there is a language for modifying recorded music that is dense, consistent, and learnable. To leverage this, we introduce the Rule-based Instructions for Music Editing (RIME) framework, which generates realistic paired edit-instruction data from any baseline music dataset grounded in canonical methods, design patterns, and constraints derived from real production workflows. RIME leverages POEMS, a toolkit that combines stem separation, mixing, and common studio effects for use by multimodal agents. We use POEMS and RIME to generate 15,000 pairs of edit instructions and ground-truth audio, then use this data to evaluate existing multimodal LLMs as agents on this task, revealing persistent limitations in current models. We also demonstrate RIME's ability to improve post-production agent performance via supervised fine-tuning on synthetic data. We see RIME as a step towards iterative musical agents, collaborative systems that could transform music production much as interactive coding agents have reshaped software engineering.
Dense-Sparse Dynamic Time Warping for Customizing Piano Concerto Accompaniments
In this study, we explore how pianists can customize Music Minus One (MMO) concerto accompaniments to match their playing style. Bypassing the need for a symbolic score, often not available digitally, we use three types of audio data: solo piano recordings, MMO orchestra-only recordings, and mixed recordings of both piano and orchestra (e.g., from YouTube). The mixed recording serves as an intermediary reference to align the solo and orchestra parts, with only the orchestral part being adjusted through time-scale modification to synchronize with the user's playing. The main challenge with estimating these alignments is the spectral mismatch between recordings containing different musical parts. Motivated by this application scenario, we introduce Dense-Sparse DTW, a variant of Dynamic Time Warping (DTW) that is designed to improve robustness of alignments to spectral mismatch by focusing on aligning a selected subset of audio frames containing prominent timing cues. We collect and annotate data from four piano concerto movements and establish a framework for generating and evaluating customized accompaniment recordings. On this benchmark, we show that Dense-Sparse DTW has better or comparable performance than more complex approaches based on source separation and spectral subtraction techniques.
FlowSonic: Stable Zero-Shot Music Editing via High-Order Trajectory Integration
Zero-shot text-guided editing of real-world music recordings requires balancing semantic modification with faithful preservation of the original musical structure. Although recent diffusion transformers trained with rectified flow have achieved remarkable success in text-to-music generation, extending them to edit existing recordings remains challenging because editing requires accurate deterministic inversion, reliable structural preservation, and numerically stable integration throughout the inversion and generation processes. We present FlowSonic, a zero-shot music editing framework built upon a pretrained diffusion transformer trained with rectified flow. FlowSonic first deterministically inverts a real-world recording into the latent space and preserves its musical structure during editing by reusing cross-attention representations extracted during inversion. To improve the numerical reliability of inversion-based editing, we introduce a high-order ODE solver and systematically investigate how different numerical integration schemes influence trajectory stability, structural preservation, and semantic controllability. Comprehensive experiments on timbre-transfer and genre-modification tasks demonstrate that FlowSonic consistently outperforms existing music editing methods across semantic alignment, harmonic preservation, structural consistency, and perceptual audio quality. We further provide geometric and empirical analyses showing how the proposed numerical integration strategy improves latent trajectory stability and leads to more reliable music editing.
Neural Morphing: Sequence-Optimized Token-Level Morphing in Neural Audio Codecs
Neural audio codecs were originally developed for high-fidelity compression; however, their latent token representations and expressive decoders also constitute a powerful substrate for controllable audio transformation. This work introduces Neural Morphing, a training-free token-domain audio effect that selects residual-vector-quantized (RVQ) token grains from a user palette and decodes the edited stream through a pretrained codec. The method combines an RVQ-group transfer policy that separates coarse, middle, and fine codebook groups with a continuity-constrained sequence matcher that replaces independent greedy selection with bounded beam search. The intended output is a controlled hybrid: the source preserves rhythmic organization while the palette contributes timbral color and residual detail. We focus on the implementation and realtime behavior of a deployable VST3/AU system, including chunked rendering, palette-size scaling, and backend health checks.
BackgroundMellow: A Multi-Modal Cohesive Framework for Narrative-Driven Rich Cinematic Soundscape Generation
Generating immersive, synchronized and cinematic audio for long-form textual narratives remains a significant challenge in multi-modal AI. While current Text-to-Audio (TTA) frameworks successfully synthesize isolated sound effects, they struggle with narrative cohesion, temporal alignment, and cinematic emotional depth. We present BackgroundMellow, a framework that treats story-to-audio generation as a precise orchestration and signal processing problem. This framework is enabled without ground-truth through a master-specialist agent architecture that decomposes text into precise and multi-layered audio cues, generates each category of sounds with suitable specialist model, and superimposes the soundscapes to create a unified and aligned audio segment. Our pipeline is built over Tango2 latent diffusion model for environmental synthesis alongside a novel Cinematic BGM Retriever mined from professional soundtracks. To automate the sound mixing process, we use an NLP based module that predicts precise audio parameters, like start time, duration, and relative loudness, based on the narrative timeline. We further empirically evaluate and show the efficacy of the proposed framework leveraging nearest-neighbor retrieval against a curated dataset of YouTube cinematic trailers to measure temporal synchronization, coverage, and spectral richness.
A Production-Oriented Framework for Evaluation of SFX Generation
Industrial sound design requires audio generation systems that not only produce realistic audio, but also preserve the perceptual identity of a reference, support controllable variation, and remain efficient for practical workflows. Existing evaluations are usually tied to text-to-audio (TTA), unconditional, or task-specific settings, limiting assessment for reference-guided sound effects (SFX) variation. To address this gap, we present a production-oriented evaluation framework for structured comparison of heterogeneous audio generation and editing methods. Our framework identifies nine production requirements and explicitly accounts for differences in model capabilities, enabling comparison under a common production objective. A two-stage protocol is introduced: (1) a reference-guided audio-to-audio (ATA) variation task, in which all methods are evaluated under the same ESC-50 SFX adaptation setup, and (2) capability-specific analyses of native operations such as SFX morphing, temporal and energy alignment, inpainting, and targeted editing. This framework combines objective metrics (including FAD, ImageBind-based reference alignment, and diversity across generated variants), together with a human study of perceptual identity preservation and transient diagnosis. Our study reveals complementary strengths and trade-offs across baselines for different production needs. Among the full-generation baselines evaluated under a shared ATA setting, AudioX provides the strongest overall trade-off between reference alignment and diversity while still supporting SFX morphing. Other baselines remain most suitable for specific editing operations. Our framework establishes a structured evaluation and decision protocol for reference-guided SFX variation and provides a practical basis for designing future unified industrial audio generation pipelines. Audio demos are on the accompanying web page.
Clean2FX: Label-conditioned modeling for clean-to-effect guitar audio transformations
We present Clean2FX, a study and demo of label-conditioned clean-to-effect transformation for electric guitar audio. Given a clean guitar input and a target effect label, the task is to synthesize the corresponding effected signal while preserving the musical content. Training and evaluation pairs are constructed from EGFxSet real, single tone recordings by assembling matched clean/effected chords, melodies, and mixed timelines. This allows for controlled comparison across effects. We evaluate four neural approaches under a common spectrogram-based transformation setting: two variational autoencoders and two U-Net models that differ in whether they operate on linear or log-magnitude representations. Performance is measured using linear-magnitude spectrogram MSE and Fréchet Audio Distance. The U-Net models outperform the variational autoencoder variants. Per-effect results show that distortion effects are most readily improved, whereas delay and reverb effects exhibit weaker FAD gains despite substantial spectral-error reductions. A conditioning-sensitivity diagnostic provides evidence that the best model responds to target labels rather than collapsing to a single transformation. Our demo website compares two models applied on real-world guitar performances outside training and validation data, providing audio and spectrogram examples of the practical clean-to-effect behavior.
UniSAE: Unified Speech Attribute Editing on Speaker, Emotion and Low-Level Content via Discrete Phonetic Posteriorgram Modelling
Speech editing aims to modify specific portions of an utterance while preserving the remaining speech. Existing approaches primarily focus on word-level content modification and typically treat content, speaker, and emotion editing as separate tasks, limiting both editing granularity and flexibility. We propose UniSAE, a unified speech attribute editing framework which supports composable speaker, emotion and content editing from sub-phoneme to word level within a single architecture. UniSAE introduces a Discrete Phonetic PosteriorGram (DPPG) representation that factorizes speech content into discrete tokens encoding phoneme identity, pronunciation variants, and duration, enabling direct phoneme- and sub-phoneme-level editing. For higher-level modifications, an autoregressive content transformer predicts edited DPPG sequences for word-level content editing. The edited sequences are rendered into speech by a diffusion-based acoustic decoder, conditioned on disentangled speaker and emotion representations. Experimental results demonstrate that the proposed unified framework supports precise speaker and emotion control, content editing at multiple granularities, and joint modification of all three attributes within a single framework.
MeloDISinger: Melody-Aware & Duration-Preserving Singing Voice Editing with Audio Infilling
Text-based singing voice editing (SVE) aims to revise sung lyrics while preserving the original melody, total duration, and non-edited regions. In this paper, we propose MeloDISinger, a flow-matching-based SVE model for melody-aware and duration-preserving editing. Its core module, MeloDRP, predicts fixed-budget duration ratios, enabling explicit span-wise duration control. For melody-aware duration allocation, MeloDRP fuses phonetic cues with pseudo-MIDI melodic context through cross-attention, while temporal-overlap supervision encourages soft phoneme--note correspondences. We further use a flow-matching mel decoder for audio infilling to synthesize edited regions while preserving surrounding context. In addition, we introduce a duration-aware edited-lyric generation pipeline using WhisperX and an LLM to construct feasible evaluation scenarios. Experiments demonstrate state-of-the-art performance in both objective and subjective evaluations.
Bagpiper-Edit: Zero-Shot Open-Ended Audio Editing via Rich-Caption
Current text-guided audio editing methods rely on paired training data, predefined operation templates, and separate processing pipelines across speech, music, and sound. We present Bagpiper-Edit to enable open-ended audio editing via free-form natural language instructions. We reformulate audio editing as a rich-caption rewriting task by treating a rich caption as the semantic representation of an audio clip. The user request is translated into an edited caption, which then guides Bagpiper-Edit to generate the target edited audio with the original audio as contextual acoustic anchor. This unlocks the potential of free-form editing, and circumvents the need for paired audio-editing training data, enabling powerful zero-shot editing capabilities. Evaluations across speech, audio, and free-form editing show Bagpiper-Edit maintains good consistency to the original audio and achieves similar performance to other expert models in most cases. Demo: https://bagpiper-edit.github.io, Codes: https://github.com/espnet/espnet/pull/6417 & https://github.com/HsunGong/espnet
RFM-Editing 2: Text-Guided Audio Editing with Rectified Flow Matching and Coarse-to-Fine Diffusion Transformers
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.
RIVET: Robust Idempotent Voice Attribute Editing
Voice attribute editing models modify characteristics such as age and gender while preserving speaker identity. In large-scale speech datasets, however, attribute annotations are often noisy or inconsistent, which can cause conditional generative models to produce unstable edits. In this work, we show that idempotency provides an effective mechanism for improving robustness to noisy labels. An idempotent operator is one for which repeated application does not change the result, i.e., f(f(x)) = f(x). Enforcing this property acts as an implicit regularizer that reduces sensitivity to mislabeled examples. We introduce RIVET, a training framework that incorporates an idempotency objective to improve robustness to label noise. We evaluate RIVET under controlled label noise and on the GLOBE dataset with naturally noisy annotations. RIVET improves editing success and better preserves speaker identity than standard training, showing that idempotency improves robustness in voice editing models.
Unified Audio Generation and Editing via Joint Condition Modeling and Progressive Training
With the growing focus on audio in multimedia applications, numerous advanced works on audio generation have emerged. Existing studies typically treat text-to-audio (TTA) and other related audio generation tasks, such as instruction-based audio editing, as independent challenges, adopting task-specific architectures or modules. This absence of a unified modeling paradigm substantially increases the overhead and complexity of building a system for both audio generation and editing, while also leading to limited scalability. To address this issue, we introduce AudioWeave, a unified model for TTA and audio editing without additional task-specific components. Specifically, we propose a joint condition modeling approach with a factorized position embedding, enabling the diffusion transformer backbone to operate under heterogeneous inputs of TTA and audio editing. We further propose a progressive multistage training strategy to mitigate task competition and catastrophic forgetting caused by interference among multiple tasks. This in turn helps maintain the performance of each individual task and may even lead to improvements in certain aspects. Experimental results on TTA task and six audio editing tasks show that our unified model achieves competitive performance with task-specific models, laying a groundwork for further exploration of unified audio generation models.
FreeSonic: Training-Free Temporal-Aware Decoupled Attention for Precise Audio Editing
Text-to-audio (TTA) generation has made significant strides, yet achieving precise and consistent audio editing remains a major challenge. However, existing methods struggle to balance temporal consistency with background preservation. In this paper, we propose FreeSonic, a training-free framework leveraging the state-of-the-art Rectified Flow-based TangoFlux model. FreeSonic utilizes an optimized inversion-reverse process and joint text-audio attention maps for precise target segment extraction. For content editing, a novel scheduled attention decoupling confines modifications to target regions while preserving original acoustic context. Furthermore, task-oriented noise injection enhances versatility for tasks such as audio removal and non-rigid replacement. Extensive experimental results demonstrate that FreeSonic achieves a superior balance by providing a high-fidelity and efficient solution for precise and consistent audio editing. Project and demos: https://free-sonic.github.io/
AUDEDIT: Inversion-Free Text-Guided Editing with Pretrained Audio Flow Models
We introduce AudEdit, an inversion-free method for text-guided editing of real audio with a pretrained rectified-flow audio generator. Text-to-audio systems such as Stable Audio 3 already expose audio-to-audio editing by noising an input recording and denoising it under a new prompt, but this inversion-style route must trade prompt adherence against preservation of rhythm, transients, timbre, and long-range musical structure. Motivated by recent inversion-free flow editing in computer vision, we develop an audio-specific direct source-to-target ordinary differential equation for one-dimensional Stable Audio 3 latents: at each flow step, we compare the target- and source-conditioned velocity fields under a shared stochastic source marginal, and update the edited latent by their difference. The resulting editor requires no training, no paired edit data, no optimization, and no access to internal attention maps. Across sound-effect and music editing sets built from FSD50K and the Song Describer Dataset, AudEdit improves CLAP text alignment and audio preservation over SDEdit, ODE inversion, and FireFlow; for example, on sound effects it raises target-text CLAP similarity from 0.42 to 0.52 over the strongest baseline while reducing FAD from 65.70 to 50.37.