Audio Generation

Momentum

9 papers in the last four weeks, up 80% on the four weeks before. 0.1% of all new papers.

Jul 13Week of Sep 28

Latest papers 95

May 29, 2026eess.AS

UNISON: A Unified Sound Generation and Editing Framework via Deep LLM Fusion

We present UNISON, a latent diffusion framework that unifies speech generation, sound generation, and audio editing within a single model. A single model handles text-to-audio, text-to-speech, zero-shot speaker cloning, mixed speech-and-sound generation, scene-level audio editing, speech-in-scene editing, and timed temporal composition, all of which share a single set of weights. Our architecture features two core designs: (1) Layer-wise deep LLM fusion, which injects hidden states from uniformly sampled layers of a frozen MLLM into corresponding MM-DiT blocks via learned projections, providing depth-matched semantic conditioning that improves instruction following over single-layer baselines; and (2) a unified multi-task architecture where task identity is encoded solely by a channel-wise mask and source audio is provided through VAE-encoded channel concatenation. Training is stabilized by an online GPU-side multi-task data synthesis pipeline with task-homogeneous batching and a two-stage curriculum. With 621M--732M trainable parameters, UNISON achieves results competitive with or exceeding task-specialist models across evaluated domains, while being roughly 4×4\times smaller than comparable unified systems.
May 29, 2026cs.SD

Sound effects in media:A comparative analysis of recorded and synthetic samples in live-action and animation

Creating sound for storytelling is crucial to establishing the environment in productions such as films, TV series and video games. This process often involves repeating, layering and recording real objects or using sound libraries, which can be time-consuming and repetitive. To address these challenges, procedural audio, also known as digital foley, offers a solution by allowing sound designers to quickly generate samples. Despite its efficiency, questions remain about the believability of synthetic samples compared to real ones. In our study, we compared synthetic samples generated by an online procedural engine and integrated them with both animated and live-action visuals. Our results indicate that procedural audio is highly effective and perceived as believable in drama and sci-fi scenes, particularly for sound models such as lasers, hits, air and rockets, whereas synthetic sounds weren't as believable in cartoon productions when representing everyday actions. Finally, we identified specific models that needed optimisation and highlighted audio features that needed improvement with feedback from audio professionals.
May 29, 2026eess.AS

Towards Streaming Synchronized Spatial Audio Generation via Autoregressive Diffusion Transformer

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.
May 28, 2026cs.SD

3DAE: Binaural Quality Assessment for Audio Novel View Synthesis with Spatial Maps and Benchmark

3D audio and novel-view acoustic synthesis models are usually evaluated with global metrics.However, global metrics often hide where and why binaural prediction fails. We propose a full-reference diagnostic framework that uses time-frequency audio error maps for magnitude, ILD, IPD, temporal alignment, loudness, and high-frequency failures, forming a 3D Audio Error Map (3DAE Map) for visual inspection. We frame these diagnostics into a model-agnostic benchmark, Spatial Audio Error Bench (3DAE Bench), which takes arbitrary ground-truth and predicted binaural pairs and reports the prediction quality of audio novel-view synthesis models. Experiments on ViGAS outputs over Replay-NVAS and SoundSpaces show different dominant failure modes: temporal misalignment on Replay-NVAS and ILD mismatch on SoundSpaces. Overall, the framework provides interpretable failure-mode summaries and intuitive visual maps for audio Novel-view-synthesis model development optimization.
May 27, 2026cs.SD

Unified Synthesis of Compositional Speech and Sound from Free-Form Text Prompts

Audio generation has made significant progress, yet synthesizing unified audio where speech and sounds are naturally composited remains a challenge. Current methods either rely on disjoint pipelines, which fail to capture fine-grained interactions, or require structured inputs and external text rewriting, which limits the flexibility of free-form text prompts. In this paper, we introduce a new task: Free-Form-Text-Prompt-to-Unified-Audio generation, which aims to directly synthesize unified audio containing speech, sound, and their composites from unconstrained natural language. To address this task, we propose PlanAudio, a unified, autoregressive LLM-based framework. First, it simplifies the model architecture by leveraging intrinsic LLM reasoning capability instead of traditional text encoders. Second, it introduces a semantic latent chain-of-thought mechanism, an implicit planning mechanism that bridges high-level semantic understanding and low-level acoustic synthesis. Furthermore, we create PlanAudio-Bench, a specialized benchmark for evaluating composite audio scenarios. We perform evaluations in the scenarios of speech, sound, and their composites. The results demonstrate that PlanAudio generally outperforms the existing pipeline and unified baselines, while staying competitive with models designed for a single scenario. Our analysis further reveals the superiority of semantic latent CoT over other CoT mechanisms and highlights the importance of continuous multi-scenario training curricula.
May 27, 2026eess.AS

LoSATok: Low-dimensional Semantic-Acoustic Tokenizer for Cross-Domain Audio Understanding and Generation

Audio tokenizers are fundamental to unifying audio understanding and generation. Understanding requires high-level semantics, while generation demands semantic and acoustic details. Existing unified tokenizers jointly encode both in high-dimensional continuous latents, which increases the modeling burden of Diffusion Transformers (DiTs) for generation. We propose LoSATok, a low-dimensional audio tokenizer for cross-domain audio understanding and generation. Motivated by the observation that 1280-dimensional semantic encoder features are compressible, we introduce a Semantic Bottleneck that compresses them into 128 dimensions, regularized by the proposed time-relation loss for temporal feature consistency. We further design a dual-level semantic supervision method that leverages both high- and low-dimensional semantic signals, enabling the tokenizer to jointly capture semantics and acoustic details within a compact latent space. Experiments on speech, music, and general audio show that SemBo preserves strong low-dimensional semantic capacity and LoSATok retains competitive understanding performance compared with several semantic representations, while consistently improving DiT modeling performance on speech, music, and audio generation. These results demonstrate that LoSATok's low-dimensional representations can effectively support audio understanding and generation. Our code is provided at https://github.com/wxzyd123/LoSATok.
May 27, 2026cs.SD

Dasheng AudioGen: A Unified Model for Generating Coherent Audio Scenes from Text

Audio generation has long been fragmented, with speech, music, and sound effects produced by domain-specific models that fail to jointly generate coherent audio scenes from a single description. The key obstacles are insufficient fine-grained supervision for real-world mixed audio and limited acoustic representations for modeling concurrent audio components. We present Dasheng AudioGen, a unified framework for generating general mixed-audio scenes from text. Dasheng AudioGen introduces structured multi-view captions, which explicitly decouple complex acoustic scenes into complementary description views, thereby enabling fine-grained control over audio layers. Furthermore, we employ a high-dimensional unified semantic-acoustic representation as the shared latent space. It injects semantic priors that facilitate cross-modal training convergence, while its high-dimensional feature space provides sufficient capacity to disentangle and fuse concurrent audio components effectively. With these designs, a simple flow-matching DiT achieves high-quality end-to-end audio scene generation. We also establish a comprehensive evaluation pipeline for audio scene generation. Experiments demonstrate that Dasheng AudioGen achieves performance approaching real-world recordings in mixed-audio categories, while remaining competitive with specialized models in single-type generation tasks. Demos are available at https://nieeim.github.io/Dasheng-AudioGen-Web/.
May 26, 2026cs.SD

An investigation of AI integration in sound designer workflows and experiences

Artificial intelligence is increasingly being integrated into professional audio production workflows, yet a gap persists between the tools developers produce and the requirements of practising sound designers. This paper investigates this gap through a mixed-methods study comprising a survey of 76 practitioners and follow-up semi-structured interviews with 20 industry professionals. Results were analysed using descriptive statistical analysis and thematic analysis to identify patterns across both datasets. Five themes emerged from our analysis: Context, Workflow, Potential, Risks, and Right Use. Our work indicates that current AI tools perform adequately in fast-consumption media contexts but lack the narrative sophistication required for high-end sound design (films, immersive experiences etc). Practitioners demonstrate a preference for assistive, task-specific applications, particularly in audio restoration and library management, over end-to-end generative systems. This work contributes to the on-going discussion on the use of AI and AI-enhanced tools in the creative industries. We report on the current status of the field from the point of view of sound designers and creative audio practitioners, and offer a set of recommendation for sound technologist and developers based on our findings to guide the development of more informed AI tools for sound design.
May 20, 2026cs.CY

Generative AI and Copyright Infringement: A Legal-Technical Analysis of AI Music Generation Systems Under 17 U.S.C. Title 17

Generative artificial intelligence (GenAI) has enabled users to synthesize music with text prompts, combining copyrighted lyrics, AI-composed melodies, and synthetic vocals that imitate real artists. This paper examines the legal and technical dimensions of AI-based music creation (e.g., Google Gemini's music tools) under U.S. copyright law. We analyze whether a user who inputs one artist's protected lyrics into a GenAI system, directs it to use another artist's voice or style, publishes the resulting song, and monetizes it violates 17 U.S.C. Section 106's exclusive rights [3]. The analysis integrates Title 17 doctrine (rights of reproduction, derivative works, distribution), 17 U.S.C. Section 114's narrow sound recording protection [4], and the new voice-cloning laws emerging at the state level [20]. We argue that unauthorized lyric copying poses a high risk of infringement of the musical composition, whereas mere AI-generated voice imitation typically falls outside federal sound recording protection and instead implicates state publicity rights [12], [13]. Recent cases and legislation (Concord v. Anthropic [10]; Kadrey v. Meta [11]; Lehrman v. Lovo [12]; Tennessee's "ELVIS Act" [20]; UMG v. Uncharted Labs [14]; etc.) illustrate this split. We map AI technical components (prompt encoding, latent diffusion, neural vocoders, speaker embeddings) to legal risks and identify a regulatory gap: federal law robustly protects lyrics and melody but currently provides limited remedies for synthesized vocal likeness [22], [23]. The paper concludes with policy suggestions for clearer rules on AI music creation.
May 18, 2026cs.SD

WavFlow: Audio Generation in Waveform Space

Modern audio generation predominantly relies on latent-space compression, introducing additional complexity and potential information loss. In this work, we challenge this paradigm with WavFlow, a framework that generates high-fidelity audio directly in raw waveform space without intermediate representations. To overcome the inherent difficulties of modeling high-dimensional and low-energy signals, we reshape audio into 2D token grids through waveform patchify and introduce amplitude lifting to align signal scales, enabling stable optimization via direct x-prediction in flow matching. To capture complex semantic alignment and temporal synchronization, we leverage an automated data pipeline to curate 5 million high-quality video-text-audio triplets, allowing the model to learn fine-grained acoustic patterns from scratch. Experimental results show that WavFlow achieves competitive performance on the video-to-audio benchmark VGGSound (FD_PaSST: 59.98, IS_PANNs: 17.40, DeSync: 0.44) and the text-to-audio benchmark AudioCaps (FD_PANNs: 10.63, IS_PANNs: 12.62), matching or exceeding the performance of established latent-based methods. Our work demonstrates that intermediate compression is not a prerequisite for high-quality synthesis, offering a simpler and more scalable alternative for multimodal audio generation.
May 15, 2026cs.SD

Voice "Cloning" is Style Transfer

Artificially generated speech is increasingly embedded in everyday life. Voice cloning in particular enables applications where identity preservation is important, such as completing a recording, dubbing in a new language, or preserving the voices of individuals with speech loss. However, in our work, we find that despite the term, voice cloning does not faithfully ''clone'' an individual's voice. Instead, we find that widely-used voice cloning models systematically apply style transfer to source voices. As rated by human annotators, cloned voices are perceived as more authoritative, warm, customer-service-like, and human-like compared to their sources. Human annotators also report greater trust in cloned voices than source voices, and a greater willingness to disclose sensitive personal information to them. Our work furthermore shows that voice cloning leads to homogenization of speaker characteristics, as measured by reduced variance in accent, speaking rate, and the audio embedding space. Together, our results highlight a new set of limitations and risks of voice cloning technology and their potential impact on human behavior.
May 14, 2026cs.SD

Break-the-Beat! Controllable MIDI-to-Drum Audio Synthesis

Current methods for creating drum loop audio in digital music production, such as using one-shot samples or resampling, often demand non-trivial efforts of creators. While recent generative models achieve high fidelity and adhere to text, they lack the specific control needed for such a task. Existing symbolic-to-audio research often focuses on single, tonal instruments, leaving the challenge of polyphonic, percussive drum synthesis unaddressed. We address this gap by introducing ``Break-the-Beat!,'' a model capable of rendering a drum MIDI with the timbre of a reference audio. It is built by fine-tuning a pre-trained text-to-audio model with our proposed content encoder and a effective hybrid conditioning mechanism. To enable this, we construct a new dataset of paired target-reference drum audio from existing drum audio datasets. Experiments demonstrate that our model generates high-quality drum audio that follows high-resolution drum MIDI, achieving strong performance across metrics of audio quality, rhythmic alignment, and beat continuity. This offer producers a new, controllable tool for creative production. Demo page: https://ik4sumii.github.io/break-the-beat/
May 13, 2026cs.SD

Seconds-Aligned PCA-DAC Latent Diffusion for Symbolic-to-Audio Drum Rendering

Symbolic-control drum generation requires preserving explicit event timing and dynamics while synthesizing acoustically plausible waveforms. We present Sec2Drum-DAC, a conditional latent-diffusion model for symbolic-to-audio drum rendering. The model conditions on event features sampled in physical time at codec-frame locations and predicts standardized principal-component coordinates of frozen DAC summed-codebook embeddings rather than waveform samples. In the evaluated DAC configuration, 72 principal components capture the observed training-frame summed-latent subspace under the stated SVD threshold, yielding a compact continuous denoising target with a deterministic reconstruction path to the 1024-dimensional DAC latent space before waveform decoding. Across 1,733 held-out four-beat windows, PCA diffusion improves paired spectral and transient metrics over deterministic PCA regression and a symbolic rendering baseline, while direct regression remains stronger on phase-sensitive waveform L1. Auxiliary RVQ cross-entropy improves short-step diffusion on mel error, onset-flux cosine, and waveform L1, with the most favorable trade-offs occurring at 6-25 denoising steps depending on the metric.
May 12, 2026cs.SD

AuDirector: A Self-Reflective Closed-Loop Framework for Immersive Audio Storytelling

Despite advances in text and visual generation, creating coherent long-form audio narratives remains challenging. Existing frameworks often exhibit limitations such as mismatched character settings with voice performance, insufficient self-correction mechanisms, and limited human interactivity. To address these challenges, we propose AuDirector, a self-reflective closed-loop multi-agent framework. Specifically, it involves an Identity-Aware Pre-production mechanism that transforms narrative texts into character profiles and utterance-level emotional instructions to retrieve suitable voice candidates and guide expressive speech synthesis, thereby promoting context-aligned voice adaptation. To enhance quality, a Collaborative Synthesis and Correction module introduces a closed-loop self-correction mechanism to systematically audit and regenerate defective audio components. Furthermore, a Human-Guided Interactive Refinement module facilitates user control by interpreting natural language feedback to interactively refine the underlying scripts. Experiments demonstrate that AuDirector achieves superior performance compared to state-of-the-art baselines in structural coherence, emotional expressiveness, and acoustic fidelity. Audio samples can be found at https://anonymous-itsh.github.io/.
May 11, 2026cs.SD

Drum Synthesis from Expressive Drum Grids via Neural Audio Codecs

Generating realistic drum audio directly from symbolic representations is a challenging task at the intersection of music perception and machine learning. We propose a system that transforms an expressive drum grid, a time-aligned MIDI representation with microtiming and velocity information, into drum audio by predicting discrete codes of a neural audio codec. Our approach uses a Transformer-based model to map the drum grid input to a sequence of codec tokens, which are then converted to waveform audio via a pre-trained codec decoder. We experiment with multiple state-of-the-art neural codecs, namely EnCodec, DAC, and X-Codec, to assess how the choice of audio representation impacts the quality of the generated drums. The system is trained and evaluated on the Expanded Groove MIDI Dataset, E-GMD, a large collection of human drum performances with paired MIDI and audio. We evaluate the fidelity and musical alignment of the generated audio using objective metrics. Overall, our results establish codec-token prediction as an effective route for drum grid-to-audio generation and provide practical insights into selecting audio tokenizers for percussive synthesis.
May 9, 2026cs.LG

Communicating Sound Through Natural Language

Natural language is widely used to describe, prompt, and control audio systems, but rarely serves as the representation carrying audio itself. We introduce lexical acoustic coding (LAC), a framework in which pre-trained LLM sender and receiver agents transmit sound through natural language. Under fixed system prompts, the agents write their own analysis and synthesis code, communicating only through a lexical sentence, shared vocabulary, and optional symbolic music structure. The sender analyzes an input waveform into interpretable, non-learned acoustic descriptors, quantizes each with a feature-specific interval vocabulary, and verbalizes the lexical code as English. The receiver parses the sentence back into lexical-acoustic constraints and renders a waveform through closed-loop refinement. The transmitted text serves as both a rich caption and as the transport representation itself. We frame LAC as a finite-rate lossy quantizer, exposing trade-offs between vocabulary size, rate, and fidelity. Experiments on short sounds and symbolic music transfer show that plain text preserves measurable acoustic structure while remaining interpretable, editable, and native to LLM-mediated communication.
May 9, 2026cs.CV

Unison: Harmonizing Motion, Speech, and Sound for Human-Centric Audio-Video Generation

Motion, speech, and sound effects are fundamental elements of human-centric videos, yet their heterogeneous temporal characteristics make joint generation highly challenging. Existing audio-video generation models often fail to maintain consistent alignment across these modalities, leading to noticeable mismatches between motion, speech, and environmental sounds. We present Unison, a unified framework that explicitly promotes coherence across the motion, speech, and sound modalities. Within the audio stream, Unison employs a semantic-guided harmonization strategy that decouples the generation of speech and sound-effect components. Leveraging bidirectional audio cross-attention and semantic-conditioned gating for semantic-driven adaptive recomposition, this approach effectively mitigates speech dominance and enhances acoustic clarity. For audio-motion synchronization, we propose a bidirectional cross-modal forcing strategy where the cleaner modality guides the noisier one through decoupled denoising schedules, reinforced by a progressive stabilization strategy. Extensive experiments demonstrate that Unison achieves state-of-the-art performance in both audio perceptual quality and cross-modal synchronization, highlighting the importance of explicit multimodal harmonization in human-centric video generation.
May 7, 2026cs.CL

VITA-QinYu: Expressive Spoken Language Model for Role-Playing and Singing

Human speech conveys expressiveness beyond linguistic content, including personality, mood, or performance elements, such as a comforting tone or humming a song, which we formalize as role-playing and singing. We present VITA-QinYu, the first expressive end-to-end (E2E) spoken language model (SLM) that goes beyond natural conversation to support both role-playing and singing generation. VITA-QinYu adopts a hybrid speech-text paradigm that extends interleaved text-audio modeling with multi-codebook audio tokens, a design enabling richer paralinguistic representation while preserving a clear separation between modalities to avoid interference. We further develop a comprehensive data generation pipeline to synthesize a total of 15.8K hours of natural conversation, role-playing, and singing data for training. VITA-QinYu demonstrates superior expressiveness, outperforming peer SLMs by 7 percentage points on objective role-playing benchmarks, and surpassing peer models by 0.13 points on a 5-point MOS scale for singing. Simultaneously, it achieves state-of-the-art conversational accuracy and fluency, exceeding prior SLMs by 1.38 and 4.98 percentage points on the C3 and URO benchmarks, respectively. We open-source our code and models and provide an easy-to-use demo with full-stack support for streaming and full-duplex interaction.
May 5, 2026cs.SD

MiniMind-O Technical Report: An Open Small-Scale Speech-Native Omni Model

MiniMind-O is an open 0.1B-scale omni model built on the MiniMind language model. It accepts text, speech, and image inputs, and returns both text and streaming speech. The release includes model code, checkpoints, and the main Parquet training datasets for text-to-audio, image-to-text, and audio-to-audio training, making the complete interaction loop directly inspectable. The model uses a full MiniMind backbone as the Thinker and an independent four-layer Talker made from MiniMind blocks. Frozen SenseVoice-Small and SigLIP2 encoders provide speech and image features, which are mapped by lightweight MLP projectors and injected at modality-placeholder positions. The Talker reads a middle-layer Thinker state together with an autoregressive eight-layer Mimi-code buffer. Speaker control is handled by a dedicated speaker token, right-aligned reference codec prompts, and precomputed CAM++ speaker embeddings, so voice conditioning remains part of the audio-code context rather than a separate TTS module. With a 768-dimensional Talker, the dense and MoE variants reach average CERs of 0.0897 and 0.0900 in Thinker--Talker consistency evaluation, with overall voice-cloning similarities of 0.5995 and 0.5937. Beyond reporting a working system, the paper identifies three scale-critical design choices for small omni models: middle-layer semantic bridging, a released multimodal sequence format, and a parameter-efficient eight-codebook interface.
Apr 30, 2026cs.CL

JaiTTS: A Thai Voice Cloning Model

We present JaiTTS-v1.0, a state-of-the-art Thai voice cloning text-to-speech model built through continual training on a large Thai-centric speech corpus. The model architecture is adapted from VoxCPM, a tokenizer-free autoregressive TTS model. JaiTTS-v1.0 directly processes numerals and Thai-English code-switching, which is very common in realistic settings, without explicit text normalization. We test the models on short- and long-duration speech generation, which reflects many real-world use cases. JaiTTS-v1.0 achieves a state-of-the-art CER of 1.94%, surpassing the human ground truth of 1.98% for short-duration tasks while performing on par with human ground truth for long-duration tasks. In human judgment evaluations, our model wins 283 of 400 pairwise comparisons against commercial flagships, with only 58 losses. Our code and demo are available at https://github.com/JTS-AI-Team/JaiTTS .
Apr 25, 2026cs.CR

V.O.I.C.E (Voice, Ownership, Identity, Control, Expression): Risk Taxonomy of Synthetic Voice Generation From Empirical Data

As generative voice models are rapidly advancing in both capabilities and public utilization, the unconsented collection, reuse, and synthesis of voice data are introducing new classes of privacy, security and governance risk that are poorly captured by existing, largely uniform threat models. To fill the gap, we present V.O.I.C.E, a taxonomy of voice generation risk grounded in a multi-source threat modeling effort with 569 incidents from major AI incident database, FTC and Internet Crime Complaint Center (IC3); 1067 direct incident reports from U.S. based participants across diverse groups (including voice actors, internet personalities, political personnel, and general public); and 2,221 Reddit discussions. Grounded in real-world data, our taxonomy explicitly models how risk emerges, interact with contextual factors such as degree of exposure, social visibility, and the availability of legal protections for various affected groups.
Apr 24, 2026eess.AS

UniSonate: A Unified Model for Speech, Music, and Sound Effect Generation with Text Instructions

Generative audio modeling has largely been fragmented into specialized tasks, text-to-speech (TTS), text-to-music (TTM), and text-to-audio (TTA), each operating under heterogeneous control paradigms. Unifying these modalities remains a fundamental challenge due to the intrinsic dissonance between structured semantic representations (speech/music) and unstructured acoustic textures (sound effects). In this paper, we introduce UniSonate, a unified flow-matching framework capable of synthesizing speech, music, and sound effects through a standardized, reference-free natural language instruction interface. To reconcile structural disparities, we propose a novel dynamic token injection mechanism that projects unstructured environmental sounds into a structured temporal latent space, enabling precise duration control within a phoneme-driven Multimodal Diffusion Transformer (MM-DiT). Coupled with a multi-stage curriculum learning strategy, this approach effectively mitigates cross-modal optimization conflicts. Extensive experiments demonstrate that UniSonate achieves state-of-the-art performance in instruction-based TTS (WER 1.47%) and TTM (SongEval Coherence 3.18), while maintaining competitive fidelity in TTA. Crucially, we observe positive transfer, where joint training on diverse audio data significantly enhances structural coherence and prosodic expressiveness compared to single-task baselines. Audio samples are available at https://qiangchunyu.github.io/UniSonate/.
Apr 22, 2026cs.CV

Materialistic RIR: Material Conditioned Realistic RIR Generation

Rings like gold, thuds like wood! The sound we hear in a scene is shaped not only by the spatial layout of the environment but also by the materials of the objects and surfaces within it. For instance, a room with wooden walls will produce a different acoustic experience from a room with the same spatial layout but concrete walls. Accurately modeling these effects is essential for applications such as virtual reality, robotics, architectural design, and audio engineering. Yet, existing methods for acoustic modeling often entangle spatial and material influences in correlated representations, which limits user control and reduces the realism of the generated acoustics. In this work, we present a novel approach for material-controlled Room Impulse Response (RIR) generation that explicitly disentangles the effects of spatial and material cues in a scene. Our approach models the RIR using two modules: a spatial module that captures the influence of the spatial layout of the scene, and a material module that modulates this spatial RIR according to a user-specified material configuration. This explicitly disentangled design allows users to easily modify the material configuration of a scene and observe its impact on acoustics without altering the spatial structure or scene content. Our model provides significant improvements over prior approaches on both acoustic-based metrics (up to +16% on RTE) and material-based metrics (up to +70%). Furthermore, through a human perceptual study, we demonstrate the improved realism and material sensitivity of our model compared to the strongest baselines.
Apr 17, 2026cs.SD

NVV-SuperBench: Beyond Words, Beyond Quality-Benchmarking Nonverbal Vocalizations in Speech Generation

Nonverbal vocalizations (NVVs), such as laughing, sighing, and sobbing, are essential for human-like speech, yet standardized evaluation rarely jointly assesses whether systems generate the intended NVVs, place them correctly, and keep them salient without harming speech. We present NVV-SuperBench, a bilingual English/Chinese benchmark for speech generation with NVVs. It provides a unified 45-type taxonomy and a multi-axis protocol beyond conventional speech quality assessment, evaluating NVV-specific controllability, placement, and perceptual salience. We benchmark 15 speech generation systems spanning prompt-based and tag-based control paradigms, using objective metrics, human listening tests, and LLM-based multi-rater evaluation. Results show that NVV controllability often decouples from speech quality, while low-SNR oral cues and long-duration affective NVVs remain bottlenecks. NVV-SuperBench highlights current gaps and supports progress toward more human-like speech generation.
Apr 16, 2026cs.MM

Geo2Sound: A Scalable Geo-Aligned Framework for Soundscape Generation from Satellite Imagery

Recent image-to-audio models have shown impressive performance on object-centric visual scenes. However, their application to satellite imagery remains limited by the complex, wide-area semantic ambiguity of top-down views. While satellite imagery provides a uniquely scalable source for global soundscape generation, matching these views to real acoustic environments with unique spatial structures is inherently difficult. To address this challenge, we introduce Geo2Sound, a novel task and framework for generating geographically realistic soundscapes from satellite imagery. Specifically, Geo2Sound combines structural geospatial attributes modeling, semantic hypothesis expansion, and geo-acoustic alignment in a unified framework. A lightweight classifier summarizes overhead scenes into compact geographic attributes, multiple sound-oriented semantic hypotheses are used to generate diverse acoustically plausible candidates, and a geo-acoustic alignment module projects geographic attributes into the acoustic embedding space and identifies the candidate most consistent with the candidate sets. Moreover, we establish SatSound-Bench, the first benchmark comprising over 20k high-quality paired satellite images, text descriptions, and real-world audio recordings, collected from the field across more than 10 countries and complemented by three public datasets. Experiments show that Geo2Sound achieves a SOTA FAD of 1.765, outperforming the strongest baseline by 50.0%. Human evaluations further confirm substantial gains in both realism (26.5%) and semantic alignment, validating our high-fidelity synthesis on scale. Project page and source code: https://github.com/Blanketzzz/Geo2Sound
Apr 2, 2026cs.SD

Acoustic and perceptual differences between standard and accented speech and their voice clones

Voice cloning is often evaluated in terms of overall quality, but less is known about accent preservation and its perceptual consequences. We compare standard and heavily accented Mandarin speech and their voice clones using a combined computational and perceptual design. Embedding-based analyses showed larger original-clone distances for accented speakers in several speaker-discriminative embedding spaces, but this difference disappeared after adjusting for each speaker's within-original baseline variability. In the perception study, clones are rated as more similar to their originals for standard than for accented speakers, and intelligibility increases from original to clone, with a larger gain for accented speech. These results show that accent variation can shape perceived identity match and intelligibility in voice cloning even when it is not observed in baseline-adjusted speaker-embedding distance, and they motivate treating accent preservation as an explicit component of speaker identity preservation, rather than assuming that it is fully captured by off-the-shelf speaker-discriminative embeddings.
Mar 25, 2026eess.AS

YingMusic-Singer: Controllable Singing Voice Synthesis with Flexible Lyric Manipulation and Annotation-free Melody Guidance

Regenerating singing voices with altered lyrics while preserving melody consistency remains challenging, as existing methods either offer limited controllability or require laborious manual alignment. We propose YingMusic-Singer, a fully diffusion-based model enabling melody-controllable singing voice synthesis with flexible lyric manipulation. The model takes three inputs: an optional timbre reference, a melody-providing singing clip, and modified lyrics, without manual alignment. Trained with curriculum learning and Group Relative Policy Optimization, YingMusic-Singer achieves stronger melody preservation and lyric adherence than Vevo2, the most comparable baseline supporting melody control without manual alignment. We also introduce LyricEditBench, the first benchmark for melody-preserving lyric modification evaluation. The code, weights, benchmark, and demos are publicly available at https://github.com/ASLP-lab/YingMusic-Singer-Plus.
Feb 5, 2026cs.CL

Bagpiper: Solving Open-Ended Audio Tasks via Rich Captions

Current audio foundation models typically rely on rigid, task-specific supervision, addressing isolated factors of audio rather than the whole. In contrast, human intelligence processes audio holistically, seamlessly bridging physical signals with abstract cognitive concepts to execute complex tasks. Grounded in this philosophy, we introduce Bagpiper, an 8B audio foundation model that interprets physical audio via rich captions, i.e., comprehensive natural language descriptions that encapsulate the critical cognitive concepts inherent in the signal (e.g., transcription, audio events). By pre-training on a massive corpus of 600B tokens, the model establishes a robust bidirectional mapping between raw audio and this high-level conceptual space. During fine-tuning, Bagpiper adopts a caption-then-process workflow, simulating an intermediate cognitive reasoning step to solve diverse tasks without task-specific priors. Experimentally, Bagpiper outperforms Qwen-2.5-Omni on MMAU and AIRBench for audio understanding and surpasses CosyVoice3 and TangoFlux in generation quality, capable of synthesizing arbitrary compositions of speech, music, and sound effects. To the best of our knowledge, Bagpiper is among the first works that achieve unified understanding generation for general audio. Model, data, and code are available at Bagpiper Home Page.
Jan 31, 2026cs.SD

RVCBench: Benchmarking the Robustness of Voice Cloning Across Modern Audio Generation Models

Modern Voice Cloning (VC) can synthesize speech that closely matches a target speaker from only seconds of reference audio, enabling applications such as personalized speech interfaces and dubbing. In practical deployments, modern audio generation models inevitably encounter noisy reference audios, imperfect text prompts, multilingual and long-form generation settings, downstream post-processing, and adversarial perturbations, all of which can significantly hurt robustness. Despite rapid progress in VC driven by autoregressive codec-token language models and diffusion-based models, robustness under realistic deployment shifts remains underexplored. This paper introduces RVCBench, a comprehensive dataset and benchmark that evaluates Robustness in Voice Clone. RVCBench contributes a large-scale, task-aligned robustness dataset that instantiates realistic deployment shifts through controlled text-audio pairing, multilingual and long-form scenarios, expressive prompts, post-processing conditions, and passive or proactive audio perturbations. Covering 18 robustness evaluations, 204 unique speakers, and 14,370 utterance-level evaluation items, RVCBench enables unified evaluation of input sensitivity, generation stability, output resilience, and perturbation robustness. We evaluate 18 representative modern open-source VC models and reveal systematic vulnerabilities in content consistency, speaker similarity, long-form stability, post-processing resilience, adversarial robustness, and detector-facing separability. We open-source the toolkit and dataset to support reproducible evaluation and future research.
Jan 29, 2026eess.AS

SemanticAudio: Audio Generation and Editing in Semantic Space

In recent years, Text-to-Audio Generation has achieved remarkable progress, offering sound creators powerful tools to transform textual inspirations into vivid audio. However, existing models predominantly operate directly in the acoustic latent space of a Variational Autoencoder (VAE), often leading to suboptimal alignment between generated audio and textual descriptions. In this paper, we introduce SemanticAudio, a novel framework that conducts both audio generation and editing directly in a high-level semantic space. We define this semantic space as a compact representation capturing the global identity and temporal sequence of sound events, distinct from fine-grained acoustic details. SemanticAudio employs a two-stage Flow Matching architecture: the Semantic Planner first generates these compact semantic features to sketch the global semantic layout, and the Acoustic Synthesizer subsequently produces high-fidelity acoustic latents conditioned on this semantic plan. Leveraging this decoupled design, we further introduce a training-free text-guided editing mechanism that enables precise attribute-level modifications on general audio without retraining. Specifically, this is achieved by steering the semantic generation trajectory via the difference of velocity fields derived from source and target text prompts. Extensive experiments demonstrate that SemanticAudio surpasses existing mainstream approaches in semantic alignment. Demo available at: https://semanticaudio1.github.io/