Audio Generation
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9 papers in the last four weeks, up 80% on the four weeks before. 0.1% of all new papers.
Latest papers 95
Recent advances in world models have enabled increasingly realistic visual synthesis. However, these generated environments remain largely silent. Bringing sound to world models poses three core challenges: real-time generation to keep pace with interactive video streams, interactive control to respond to mid-stream sound instructions, and spatially aligned stereo to reflect scene geometry and camera motion. To address these demands, we introduce WorldSonus, an interactive video-to-audio framework designed for real-time spatial sound synthesis in world models. For real-time generation, WorldSonus employs a streaming causal autoregressive diffusion architecture that synthesizes audio chunks at a low real-time factor (RTF) of 0.41. For interactive control, we incorporate an audio-centric captioning pipeline with chunk-indexed prompt scheduling, enabling dynamic manipulation of sound events during generation. For spatial alignment, we leverage high-quality stereo supervision curated from diverse stereo and ambisonic data. Extensive experiments demonstrate that while tailored for world models, WorldSonus generalizes effectively to open-domain video-to-audio benchmarks, matching or outperforming state-of-the-art bidirectional models in both acoustic quality and spatial alignment. Project page: https://noizai.github.io/WorldSonus/
Empirical Variational Autoencoder
We present Empirical Variational Autoencoder, a general generative framework for continuous-valued (i.e., non-vector-quantized) sequences. EVA is based on the evidence lower bound of the Variational Autoencoder (VAE) but learns autoregressive latent priors empirically from training data, which can be implemented only by an additional single linear layer on top of VAEs. By replacing the conventional standard-Gaussian constraint with the self-predicted priors, EVA significantly alleviates the latent distribution gap between prior and posterior which is typically observed in conventional VAEs, and leads to high-fidelity ancestral sampling for sequential data generation. Extensive experiments on image and sound synthesis demonstrate that EVA achieves competitive generation quality with autoregressive diffusion baselines despite its much faster inference time.
Smorph: Playable Sound Morphing with Diffusion Models
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.
Relational Synthesis: Structure-Mediated Concatenative Synthesis for Foley and Retrieval-Augmented Audio Generation
We ask: given a retrieved source audio and a separate reference audio , can we synthesize novel audio out of this pair such that remains acoustically consistent with , while not persistently copying segments of or ? The first clause is a well-known goal in Foley audio production, and the second is a well-known issue in neural RAG when and are naively injected into neural generators. We show that both clauses can be addressed simultaneously using a method we coin relational synthesis, a variation of concatenative synthesis where target cost is replaced by a relational Gromov-like structural cost. Rather than imitating the content of , relational synthesis exploits it from the "other side of the hill": it transfers the temporal structure and directed amplitude motion of to reorganize and concatenate the grains of in a novel manner that protects 's acoustic information. Our experiments show that relational synthesis integrates naturally with neural RAG and produces Foley audio that performs well on metrics measuring temporal agreement, acoustic fidelity, and leakage persistence, while maintaining distribution-level quality and text alignment.
AudioGAR: Bridging Reconstruction and Generation in Latent Audio Generative Models
Latent audio generative models are typically trained in two stages: an audio codec is learned first, followed by a latent generative model. This decomposition leads to a decoder train-generation mismatch: the codec decoder is trained on encoder-induced latents but deployed on generator-produced latents at inference time. Across diverse datasets and latent generative models, we observe clear reconstruction-generation gaps under both FD and FAD, showing that strong reconstruction quality does not necessarily translate into strong end-to-end generation quality. A natural remedy is to adapt the decoder on generation-produced latents, but generated latents lack correspondence with source audio and therefore cannot directly provide the paired supervision used for decoder fine-tuning. We introduce \textbf{AudioGAR}, which constructs intermediate latents by perturbing encoder latents and denoising them through the frozen latent diffusion model. These latents form a trajectory from reconstruction toward generation, with lower-noise latents retaining source correspondence and supporting paired decoder fine-tuning. We fine-tune only the codec decoder on these latents, while keeping the codec encoder and latent generative model frozen. When applied to AudioX, AudioGAR substantially improves generative performance. It requires only 1.5% of the original training audio hours and 0.26% of the original training cost.
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.
Audible World Models: Spatially Aware Sound Generation for 3D Worlds
Text- and image-conditioned world generators can create visually rich 3D environments, yet these worlds often remain silent or rely on soundtracks synthesized solely from text or rendered video. Although such audio can convey what should be heard, it lacks an explicit representation of where sound sources are located and how their perceived sound should vary with listener movement. We introduce Audible World Models, a training-free framework that incorporates sound into the generated world state. Starting from a text prompt, our system constructs a panoramic 3D proxy, separates it into semantic layers, identifies sound-producing foreground objects and ambient background regions, and synthesizes dry audio for each sound label. It then anchors these sources to reconstructed geometry and renders listener-dependent spatial audio using geometric acoustic propagation. By explicitly linking semantics, geometry, and sound propagation, the framework maintains persistent source locations while adapting the rendered audio to changes in listener viewpoint and motion. Experiments across 80 generated scenes demonstrate substantial gains in spatial consistency over text-, video-, and panorama-conditioned baselines, while preserving competitive semantic alignment. VLM-based assessments and human evaluations further indicate that our soundtracks are preferred for their audio-visual consistency, spatial plausibility, and motion-dependent behavior.
YuE2: Unifying Symbolic and Audio Music Generation at Frontier Quality
Symbolic models make melody, harmony, rhythm, and form explicit but typically stop before a finished recording; audio models produce complete songs while leaving composition implicit. We introduce YuE2, which unifies symbolic and audio music generation at frontier quality through symbolic planning. A single AR-NAR Mixture-of-Transformers (MoT) first writes a readable score specifying melody and harmony, expands it into semantic music tokens, and realizes it as full-song audio. In comparisons using the same checkpoint, experts prefer symbolic planning for overall quality and musicality, with 49.3% of overall preferences versus 34.6% without planning. Experts also favor the unified model over a separate language model and diffusion Transformer. On WildSongBench, YuE2 scores 6.73 on SongBench Global Avg, exceeding all evaluated public baselines. Selecting from eight candidates (best-of-8), YuE2 reaches 6.96, the highest observed mean among all evaluated systems. Expert listening further establishes its competitiveness with proprietary song generators, favoring best-of-8 over Suno v4.5 and yielding nearly balanced preferences against Suno v5. To learn this generation process from recordings without aligned scores, we introduce MERT2 and SheetSage2 to supply semantic and symbolic supervision. MERT2 sets a new state of the art in music representation learning, surpassing previous best results on 14 of 15 MARBLE metrics; SheetSage2 leads 12 of 15 benchmark-metric pairs in our lead-sheet transcription comparison. The same checkpoint follows score edits while largely preserving unedited musical content and generates zero-shot covers without cover-specific training. Its readable score also enables agentic music editing, with external language models translating user feedback into revisions of the composition.
Fast Time-Varying Exponentiated Convolution Methods for Generative Direction Dependent Reverberation
Spherical harmonic encoded acoustic sound-fields capture directional characteristics of room impulse responses that are useful for accurate spatial audio reproduction. However, high costs of multi-microphone measurements and numerical simulations motivate alternative data-set augmentation and synthetic data generation methods that supplement small collections. This paper introduces time-varying exponentiated convolution methods that transform both Gaussian noise and impulse responses into reverberation and modified spectral-decay fields respectively. We derive two recursive and fast convolution algorithms that extend into the spherical harmonic domain, model smooth reverberation time distributions with non-stationary Gaussian processes, and realize an optimal filter design. Experiments evaluate computational performance, and validate out-of-distribution generated impulse responses.
Generating the Unheard: Phylogeny-Guided Latent Generation for Ancestral Sound Reconstruction
What did an ancestral bird species sound like? Existing ancestral state reconstruction methods can infer low-dimensional traits such as morphological characters at internal nodes of a phylogenetic tree, but no one has tried to produce rich perceptual signals such as audio. Some of the challenges include inferred representations that are either too low-dimensional to decode or lie in non-generative feature spaces, so no method to date can produce ancestral audio. We introduce the first framework that generates plausible ancestral vocalizations. Our pipeline encodes bird recordings into a VAE latent space, learns a low-dimensional trait projection aligned with phylogenetic distances, performs ancestral inference in this trait space, and recovers decodable latents through an anchored inverse lift before emitting novel waveforms for each ancestral node. Because the entire pipeline stays within a decodable latent space, every internal node receives a genuinely new audio output representing plausible intermediate ancestral sounds unavailable to retrieval-based alternatives. Experiments on two phylogenetically distant bird clades, 21-species Tyrannidae and 19-species Paridae, show that our method is the only approach that simultaneously achieves genuine generation, phylogenetic consistency, and naturalistic audio quality across both datasets.
PhaseGAN: High-Fidelity Vocoder via Decoupled Amplitude and GAN-Driven Phase Reconstruction
A vocoder is a pivotal component of modern text-to-speech (TTS) systems. Despite the significant progress of neural network-based vocoders, accurate phase reconstruction remains the main challenge limiting both audio quality and modeling efficiency. We introduce PhaseGAN, a lightweight vocoder that addresses this limitation through a "mel Amplitude Phase" reconstruction pipeline. By reconstructing amplitude and phase spectra via distinct methodologies, the proposed PhaseGAN outperforms state-of-the-art baselines while utilizing fewer model parameters and reduced computational requirements. The compact version generates high-fidelity audio with approximately 500K parameters and 1 GMAC computational load, making it highly suitable for real-time applications on edge devices. In addition, our approach exhibits exceptional musical audio synthesis capabilities despite no training on musical data, illustrating unprecedented cross-domain generalization. See https://github.com/phasegan/phasegan-audio-demo for demos of our work.
StepAudio 3 Gen Technical Report
We introduce StepAudio 3 Gen, a general-purpose audio generation model that supports zero-shot text-to-speech (TTS), voice design, vocal generation, sound effects, music, vibe speech, and mixtures of multiple audio types within a unified framework. At its core, StepAudio 3 Gen is a discrete autoregressive generator that models audio directly over residual vector quantization (RVQ) tokens, departing from the diffusion Transformer-based continuous generation paradigm prevalent in recent general audio models. Its StepAudio Tokenizer represents general audio at 12.5 Hz in a shared residual code space, jointly quantizing semantic and waveform-level acoustic features so that each code layer preserves both types of information. For generation, the backbone predicts the first codebook along the time axis using autoregressive modeling, while a lightweight causal Transformer completes the remaining fifteen codebooks along the codebook axis. Our study further identifies three key design principles: (1) interference-aware progressive pretraining for acquiring audio capabilities while preserving the textual abilities of the large language model, (2) RVQ Adaptor for effectively incorporating multi-codebook acoustic representations, and (3) discrete autoregressive modeling over a shared representation across general audio domains. With progressive pretraining, multi-task instruction training, and supervised fine-tuning, StepAudio 3 Gen achieves state-of-the-art performance on both TTS and voice design, while retaining strong generation capabilities across speech, vocals, sound effects, and music. Audio samples are available at https://stepaudiollm.github.io/step-audio-3-gen/.
Learned Continuous Synthesis of Quadratic Difference Tone Spectra
Quadratic difference tones (QDTs) are a species of auditory distortion product in which a "phantom" pure tone, absent from the acoustic signal, is clearly audible to listeners. Exploiting this phenomenon, one can synthesize harmonically rich tones for musical purposes, a technique called Quadratic Difference Tone Spectrum (QDTS) synthesis. Previous works have introduced numerical methods to synthesize QDTS based on the distortion function, which links a target QDTS and an overtone-structured carrier signal. While accurate, these methods were stochastic and discontinuous, making them difficult to control for musical purposes and effectively limiting them to stationary signals. This paper proposes a neural network-based approach that learns an approximate inverse of the distortion mapping in an autoencoder-like configuration, producing a continuous approximation that addresses prior limitations. Experimental results show that, although slightly less numerically precise, the method is sufficient for perceptual and musical applications. We also implement a real-time version in Max and evaluate its performance. Various sound examples demonstrate its expressive and musical potential. The source code, audio examples, tutorials, and software accompanying this work are available at https://cordutie.github.io/projects/qdts.html
Preference Optimization with LALM Feedback for Continuous Autoregressive Non-Verbal Vocalization Generation
We propose a preference optimization framework with Large Audio-Language Model (LALM) feedback for controllable non-verbal vocalization (NVV) generation in continuous autoregressive speech models. To construct preference data without human preference annotation, we build a bilingual prompt corpus by combining NVV-injected real transcripts with LLM-generated semantically aligned prompts, perform stochastic model rollouts, and use a LALM to rank candidate utterances and form same-prompt chosen--rejected pairs. We then adopt a two-stage optimization strategy: Rejection Sampling Fine-Tuning (RSFT) first adapts the model to LALM-selected high-scoring samples, followed by Anchored Flow-DPO, which formulates pairwise preference optimization using utterance-level flow-matching loss and retains the chosen-sample flow-matching objective as an SFT anchor. This design enables DPO-style preference learning without explicit sequence likelihoods while preserving direct supervision on preferred realizations. On the official 1,600-utterance NVVSpeech Challenge Track~2 test set, our method achieves a Final Track2Score of \textbf{75.80} (79.39 ZH / 72.21 EN), outperforming the VoxCPM2 baseline by \textbf{+1.84}. The improvements are mainly driven by higher NVV Accuracy and NVV Perceptual Effect, while Overall Quality remains stable.
VoxAudio: Vocalized Audio Synthesis via Multi-Reward Autoregressive Flow Matching
Vocalized audio synthesis, the task of generating audio in which intelligible speech is embedded within an environmental soundscape, underpins applications such as podcast production and video dubbing. Existing Text-to-Audio (T2A) systems either reduce quoted speech to unintelligible vocal murmur or delegate it to a separate TTS model with post-hoc mixing, which forfeits control over when speech occurs and how it interacts with the scene. We present VoxAudio, a causal autoregressive flow matching model that addresses this problem from three complementary aspects. At the architecture level, chunk-wise causal factorization with independent per-chunk noise levels lets audio be emitted through sliding-window streaming inference with KV caching at variable target durations; to enable inference at arbitrary chunk granularities, we further pretrain the model with randomized chunk boundaries. At the preference level, multi-reward Negative-aware FineTuning (NFT) jointly optimizes semantic fidelity, linguistic accuracy, aesthetic quality, and temporal grounding At the data level, to supply the missing supervision for vocal content, we build VoxCorpus, a large-scale corpus whose captions quote the verbatim transcript of embedded speech with time intervals, and VoxBench, an interval-annotated benchmark with a temporal-grounding metric. Experiments on four benchmarks spanning general audio, speech, and unified vocalized audio validate the effectiveness and efficiency of VoxAudio. Our code and demos are available at https://voxaudio.github.io.
MiDashengLM-Gen: Unified Audio Scene Generation via LLM-Driven Autoregressive Flow Matching
Generating coherent audio scenes that simultaneously blend speech, music, and sound effects remains a significant challenge. Current approaches typically rely on a disjointed pipeline where a frozen, decoupled text encoder feeds a separate audio decoder, limiting cross-modal optimization and leading to poor speech intelligibility. To overcome these limitations, we introduce MiDashengLM-Gen, an end-to-end framework that couples a pre-trained Large Language Model (LLM) with per-token conditional flow matching for autoregressive, variable-length mixed-audio scene generation. MiDashengLM-Gen represents a first approach for general text-to-audio generation with one end-to-end trained model. Empirical evaluations demonstrate that MiDashengLM-Gen drastically improves speech intelligibility over existing unified models. On the Seed-TTS benchmark, English Word Error Rate (WER) drops from 12.15% to 2.79%, approaching the performance of dedicated Text-to-Speech (TTS) systems (1.24%). Furthermore, the framework extends effectively to multilingual settings, yielding highly competitive multilingual WERs compared to existing baselines. Lastly, the model maintains competitive mixed-audio generation quality on the MECAT benchmark. Code and checkpoints are available at https://github.com/xiaomi-research/midashenglm-gen and https://huggingface.co/mispeech/midashenglm-gen, and the demo page is available at https://xingws.github.io/midashenglm-gen-demo/.
Monophonic Audio Synthesizer Using FPGAs
Signal synthesis is used in every aspect of the electronics world, where sinusoidal waveforms are used to perform functions such as clocking, signal transmission, feedback controls, and other applications. Digital synthesis is the method of approximating sinusoidal waveforms using digital logic, where the waveform is approximated to an accurate degree at a specific frequency which can be either implemented digitally or converted into the analog domain for use elsewhere. This project details the creation of a digital synthesizer commonly used for professional audio applications through the implementation of hardware in an FPGA.
SonicWeave: Chunk-Routed Mixture-of-Experts for Unified Audio Scene Generation
Text-conditioned general audio generation is moving beyond isolated speech, music, and sound-effect synthesis toward a single model that can compose them into controllable, coherent audio scenes. This unified setting is particularly challenging: heterogeneous components impose conflicting structural requirements on a shared backbone, while a complex mixed scene may contain locally distinct or overlapping content that demands fine-grained adaptation within the same clip. Existing audio mixture-of-experts (MoEs) mainly route at the domain level, while token-wise routing overlooks the local continuity inherent to acoustic signals. We propose SonicWeave, a flow-matching model for unified audio scene generation. At its core is a chunk-routed MoE with a conflict-gated prior-evidence routing mechanism (CPE-MoE). CPE-MoE routes contiguous acoustic chunks by combining a global prior that encodes the structured text condition and diffusion phase with local evidence from the evolving acoustic state. A learned conflict gate favors the prior when local states are unreliable, while allowing local evidence to influence routing when a region departs from the global scene context. SonicWeave supports speech, music, sound effects, singing, and their fine-grained mixtures with a single set of weights. Across TTS, TTA, and TTM benchmarks, SonicWeave consistently improves over controlled Dense and Base-MoE baselines. Complex-scene evaluation further demonstrates improved compositional quality, while routing analyses reveal content-dependent expert specialization across diffusion phases. These results suggest that temporally coherent, prior-evidence routing is an effective conditional-computation strategy for unified audio generation. Project page: https://caiyunrui.github.io/SonicWeave.
RAG-Audio: Retrieval-Augmented Generation for Faithful Brain-to-Audio Reconstruction
Brain-to-audio reconstruction is limited by \emph{prior domination}: when a pretrained generator is conditioned on a weak neural signal, it produces realistic but stimulus-inaccurate audio. We introduce RAG-Audio, which decodes fMRI into a semantic audio embedding, retrieves a matching real-audio exemplar, and initializes the frozen generator's sampling trajectory from that exemplar while retaining the decoded embedding as conditioning. On Brain2Music, RAG-Audio improves 10-way stimulus identification from -- for direct generation, near the chance level, to --, comparable to retrieval. It also reduces Fréchet Audio Distance by roughly an order of magnitude, from to for AudioLDM. RAG-Audio approaches nearest-neighbor retrieval in identification while remaining generative; its higher FAD is expected because retrieval directly replays real audio. An autoregressive negative control, which lacks an initializable latent trajectory, shows no comparable gain, attributing the improvement to trajectory initialization. These results suggest that retrieval-guided initialization can mitigate prior domination in brain-to-audio generation.
VIOLET: High-Fidelity Violin Synthesis with Techniques and Dynamics
Neural synthesis for musical instruments has the potential to revolutionize current practices that use concatenative synthesis and a sample library. However, most research focused on piano synthesis and expressive performance generation; little work has been done on continuously articulated instruments like the violin, let alone rendering them with playing techniques and dynamics. We present VIOLET, a latent-diffusion framework for controllable violin synthesis, which uses a Diffusion Transformer (DiT) with rectified flow to synthesize high-fidelity audio from MIDI notes, playing techniques, and continuous dynamics. To train VIOLET, in addition to using a few existing datasets, we curate a new dataset named CSV-TD, which contains 39 h of 48 kHz synthetic audio and time-aligned annotations of MIDI notes, note-level techniques, and continuous dynamics curves. Objective and subjective evaluations show that VIOLET synthesizes violin performances with high technique adherence, accurate pitch and timing alignment, and good dynamics control. It outperforms the current state-of-the-art neural violin synthesis system and approaches a top commercial virtual instrument in terms of technique clarity, naturalness, and dynamics following.
SemBridge: Semantic Token Anchoring for Continuous-Latent Autoregressive Speech Generation
Continuous-latent autoregressive speech generation has emerged as a promising alternative to discrete-token modeling by avoiding quantization loss and preserving richer acoustic information. However, continuous acoustic targets do not ex- pose linguistic structure as explicit token-level prediction tar- gets. Consequently, the autoregressive language model (LM) must acquire linguistic structure indirectly through acous- tic prediction, which can compromise the content fidelity of generated speech. We propose SemBridge, a training-only semantic-token anchoring framework for continuous-latent autoregressive speech generation. SemBridge uses discrete se- mantic tokens to directly supervise autoregressive LM states and employs a Semantic-Aligned Acoustic VAE to organize the continuous target space under the same semantic refer- ence. The semantic supervision is used only during train- ing, while inference remains entirely continuous. We evalu- ate SemBridge on zero-shot text-to-speech (TTS) and score- conditioned singing voice synthesis (SVS). Across multi- ple benchmarks, SemBridge improves content accuracy, as measured by word and character error rates (WER/CER), while maintaining competitive speaker similarity and percep- tual quality. Experimental results demonstrate that explicit semantic-token supervision for autoregressive state learning is an effective and general direction for continuous speech generation. Speech samples are available.1 The model code and checkpoints will be available at https://github.com/ASLP- lab/SemBridge
MMAG: A Multi-Control Mixed Audio Generation Benchmark
Recent audio generation systems have progressed from single-modality synthesis to generating complex acoustic scenes containing speech, music, and sound effects. Therefore, evaluating these models requires assessing multiple interacting capabilities, including semantic fidelity, speaker consistency, and temporal control, yet existing benchmarks focus on isolated domains or coarse-grained descriptions. To address this gap, we introduce the Multi-control Mixed Audio Generation (MMAG) benchmark. MMAG contains approximately 4,000 manually verified audio clips with rich annotations covering speech content, speaker identity, music attributes, sound events, and temporal relationships, together with dedicated subsets for voice cloning and timestamp-conditioned generation. We further propose a systematic evaluation protocol that measures acoustic fidelity, speech quality, semantic alignment, and temporal accuracy. Benchmarking representative agentic orchestrators, unified audio-visual generation models, and native mixed-audio generators reveals substantial performance trade-offs across these capabilities, with no existing model performing consistently well. Our results highlight the remaining challenges of controllable mixed audio generation and establish MMAG as a comprehensive benchmark for future research.
AI-Based Sound Effect Generation: A Narrative Review of Generative Models Across Input Modalities
Sound effects play a crucial role in conveying actions, events, and environmental cues across digital applications, often requiring a high degree of variation and contextual adaptability. Artificial intelligence (AI)-driven audio generative models are rapidly growing in popularity and have the potential to transform the way sound is synthesized and used across various applications. In response to this growing momentum, this chapter reviews and analyzes recent AI-based generative models for sound effect synthesis, with a focus on how different input modalities (text, visual, audio, and multimodal) affect the quality, controllability, and contextual relevance of the generated audio. It examines 30 peer-reviewed articles sourced from Google Scholar, IEEE Xplore, and the ACM Digital Library, exploring the evolution of AI generative models over the past five years. The results show that multiple models achieved state-of-the-art performance, producing high-fidelity, semantically aligned, and increasingly temporally coherent sound effects across tasks. However, despite these advances, the review identifies persistent challenges, including limitations in temporal synchronization for complex multi-event scenarios, gaps between objective metrics and human perception, and trade-offs between controllability and generative diversity. Overall, the chapter highlights that AI-driven sound effect generation is progressing toward more adaptive, scalable, and context-aware systems, offering significant implications for future sound design workflows and interactive media applications.
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/.
SwanTale: Unified Multi-Speaker Speech and Audio Generation for Instruct and Zero-Shot Tasks
Speech and audio generation is often needed in animation dubbing, audio drama, movies, advertising, games, podcasts, and short-video production. In these scenarios, creators may need to design voices without reference recordings, control speaker styles with natural language, support acoustic scenes with environments and audio effects, and later reuse the designed voices. Therefore, it is important to support multi-speaker speech and audio generation for both instruct and zero-shot tasks. The instruct task requires a caption of the environment, speaker styles, and fine-grained content, while the zero-shot task uses reference audio together with the same fine-grained content. We address these tasks from both the data and model sides. First, we propose SwanData-Caption, which cleans raw speech and audio data, adds targeted synthetic coverage, and annotates diverse and accurate multi-level captions. Then, we propose SwanTale, a multi-speaker expressive speech and audio generation model that supports both zero-shot and instruct tasks. We introduce SwanVAE to support high-quality multi-audio-modality generation. Then, we adopt reward-conditioned quality control and Engram conditioning, along with Unified MoE for multi-task and multi-audio-modality modeling. In addition, we use curriculum learning and GRPO post-training to let the model progressively learn and strengthen its capabilities. Experimental results show that SwanTale leads on multiple key zero-shot and instruct metrics, achieves the best expressiveness scores in both tasks, and supports complex instruct generation involving multi-speaker speech and audio. Demos can be found at https://swanaigc.github.io/#swantale.
Multi-Backbone Self-Supervised Ensembles for Audio Deepfake Detection and a Cross-Track Analysis of Generation-Detection Asymmetry
This paper describes the participation of team "Go-To-Germany" in the ImageCLEF 2026 Audio Deepfake Detection and Generation task. Our detection system, built on a four-backbone self-supervised learning (SSL) ensemble combining WavLM-Large, Wav2Vec2-XLS-R-300M, ECAPA-TDNN, and x-vector representations, achieved a final score of 0.9522 on the official ImageCLEF 2026 evaluation, with perfect accuracy (1.0000) on participant-generated deepfakes and 0.8875 on the held-out organizer ground-truth real data. For the Generation sub-task, our official team submission, an F5-TTS v1 baseline processed with a uniform reverberation pass and submitted as a deliberate anti-forensic probe, ranked first with a final score of 0.4304 (word error rate (WER) 4.99%, character error rate (CER) 2.07%); details of our four-model program (GLM-TTS, F5-TTS, XTTS v2, CosyVoice3), from which the official entry was drawn, appear in the paper. We present a cross-track analysis revealing a pronounced asymmetry: our detection system identifies 100% of participant-generated deepfakes, while our official generation entry, despite ranking first in the Audio Generation sub-task and evading 61.4% and 56.2% of participant and organizer detectors, attains a Final Score of 0.4304 against 0.9522 on the Detection side. We further report falsification-based ablation experiments (LOSO 56-speaker cross-validation, three-region backbone geometry, bootstrap confidence intervals, and PCA analysis) that motivate our architectural-insurance hypothesis for multi-backbone SSL ensembling. We complement these results with five cross-track insights and five pre-registered falsification experiments connecting generation-side evasion to detection-side design decisions, and we openly report an 11.25% false-positive gap on held-out organizer real recordings as the principal open challenge for deployment.
Scene2Sound: Auditory-Grounded Soundscape Generation for 3D Gaussian Worlds
3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.
Stable Autoregressive Speech Generation with Low-Frame-Rate High-Dimensional Continuous Tokens
Balancing sequence length, representational capacity, and long-horizon stability is a central problem in autoregressive (AR) speech and audio generation. Representations with higher frame rates or greater capacity can preserve more signal detail, but they also make streaming generation more vulnerable to distribution drift and AR error accumulation. Conversely, shorter and more compressed representations simplify AR modeling, but their limited bandwidth may discard important components and constrain the upper bound of reconstruction fidelity and generation quality. We ask whether a low-frame-rate, high-dimensional, high-bandwidth continuous representation can be co-designed with a streaming generation framework to support robust high-fidelity reconstruction, strong single-token predictability, and superior long-horizon stability. We decompose this goal into two coupled problems: what geometric and statistical properties a high-dimensional representation space should have, and how an AR continuous-token generator should be structured to resist error accumulation. Accordingly, we propose Locodec, a locally encoded codec that shapes its representation space to improve the interpolatability of a lower-dimensional core manifold and the identifiability of the native high-dimensional coordinates, thereby improving the predictability of high-dimensional high-bandwidth tokens. We also propose MP-ELD, a single-token AR flow-matching framework that uses multi-path information routing and residual classifier-free guidance to mitigate error accumulation. Experiments with 8-Hz, 768-dimensional tokens show that our design preserves reconstruction quality, improves single-token predictability, achieves competitive WER, and maintains stable long-form synthesis, without using external SSL/ASR models, pretrained text language models, or post-training stages.
VocalRender: Score-Native Singing Voice Synthesis for Real-World Composition
Existing singing voice synthesis systems often require predefined durations, explicit duration prediction, or time-aligned acoustic guidance, which limits their compatibility with practical composition workflows. We propose VocalRender, a score-native system that directly synthesizes singing from lyrics, pitches, symbolic note values, and tempo. It uses an interleaved lyric--note representation and an autoregressive diffusion model to generate continuous acoustic latents while predicting the output length, eliminating the need for explicit duration prediction. Trained on a 2,300-hour singing dataset, VocalRender achieves strong intelligibility, strong melody control, and high speaker similarity across both in-domain and out-of-domain benchmarks. Notably, it outperforms the strongest baseline by points in naturalness CMOS, demonstrating the effectiveness of our proposed score-native architecture.
SoundscapeAgent: Agentic Soundscape Construction for Controllable Synthesis and Scalable Audio-Language Supervision
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/.