Music Editing

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7 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

2 new papers

A weekly snapshot of new work published in Music Editing.

Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Music Editing.

49 papers

Latest in Music Editing

Sep 14, 2026cs.SD

Real-Time Music Source Separation on a Low-Power Audio DSP

Real-time music source separation is validated on desktop CPUs and GPUs. Does any published system fit the embedded audio hardware it targets? On a commercial audio DSP (2 MB SRAM, 2.07 GMAC/s measured), none does, and the constraints eliminate different models: memory rules out the 16-51 M parameter TasNet/X-UMX family, per-frame compute rules out RT-STT, needing 5.5x the available MAC rate. Parameter count predicts neither: weight reuse spans 1x to 345x. We then build one that fits. Training on continuous rather than block-padded convolution context proves essential: a model scoring 3.93 dB block-wise otherwise collapses to silence within 2 s frame-by-frame. A gated complex FIR deep filter adds a latency knob, gaining 0.38 dB even when strictly causal. It reaches 4.70 dB cSDR on MUSDB18-HQ and runs in 10.43 ms of an 11.6 ms hop, 0.5-0.7 dB behind systems that do not fit.
Jianan Li, Li Liu, Ken Malsky +1
Sep 14, 2026cs.SD

DiffSynth-Music: Audio-Conditioned KV-Cache Adapters for Controllable Music Generation

Text and lyrics specify broad musical characteristics and sung content but offer limited control over musical timing, melody, and reference-based style. We introduce DiffSynth-Music (https://modelscope.cn/models/DiffSynth-Studio/DiffSynth-Music), a framework that adds composable audio conditioning to a music synthesis backbone through layer-wise key-value injection. The three template models, Control, Prosody, and Reference, are initialized from the backbone diffusion transformer and trained with conditional flow matching. They support five control types: beats, vocals, accompaniment, prosody, and reference audio. A shared variational autoencoder maps conditioning waveforms into a common latent space, enabling their attention memories to be combined. With the template timestep fixed at the clean-data endpoint and other inputs held constant, each control cache is computed once and reused throughout sampling. Training pairs are derived from music recordings using beat extraction, source separation, vocal resynthesis, and reference-excerpt selection. Single-control evaluations on Mandarin and English songs demonstrate improved adherence across all five control types and better lyric fidelity under vocal conditioning relative to the backbone. Automatic music-quality and instruction-following scores remain broadly comparable to those of the evaluated base models, with metric-specific trade-offs. We release the three template models to support research and creative applications in controllable music generation.
Zhongjie Duan, Shengchuan Gao, Hong Zhang +1
Sep 8, 2026cs.SD

AuK Technical Report: An Open-Source Foundational Model for Speech Generation and Editing

We introduce AuK, an open-source foundational model that unifies speech generation and editing through a common interface of natural-language instructions and audio context. To support this broad capability set, we construct approximately 3.03 billion instruction--audio instances and 1.95 million hours of effective supervision across five task families: speech generation, content editing, enhancement and separation, paralinguistic editing, and acoustic editing. AuK combines a multimodal large language model for semantic conditioning, an VAE jointly trained on speech, general audio, and music for acoustic conditioning, and a hybrid rectified-flow Transformer that performs dual-stream MMDiT blocks followed by unified single-stream DiT blocks for generation. Training begins with generation-only warm-up and proceeds to joint generation--editing pre-training. We then apply complementary post-training strategies: human-feedback preference optimization for open-ended editing and reward-based reinforcement learning for speech generation. To reduce inference cost, we further distill the model with consistency initialization and task-routed Decoupled DMD. The resulting AuK-Flash performs 4-step inference without classifier-free guidance and achieves a 4.5 wall-clock speedup over the full model under matched conditions. Experiments demonstrate leading performance on zero-shot and instruction-controlled speech generation and general instruction-guided editing, while remaining competitive on signal-level restoration tasks. We release both the source code and model weights to support reproducibility and further research.
Ziyang Ma, Zhikang Niu, Wenming Tu +30
Sep 4, 2026cs.SD

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.
Ke Lei, Chenyuhao Wen, Yu Zhang +9
Sep 3, 2026cs.CL

Opening mind by opening architecture: analysis strategies

In numerical signal processing for electroacoustic composition, the progressive loss of specific development and research environments caused by the increasing use of digital market tools has favoured the dominance of the closed-architecture audio processor model. This model, while powerful, envisions the possibility of describing output data about its perceived characteristics, but at the cost of ignoring its internal process and interacting systems, which become complex, powerful environments but closed in an inscrutable black box, a loss we must consider. Any digital signal processing technique tells a story. Just as the words of a language incorporate social, historical and technical polysemic layers, a signal processor has its own story of implementation, a gradual technological achievement with its inevitable aesthetic consequences. Through the looking-glass of literature, one can access those environments with renewed awareness by reestablishing a scientific method and an attitude to research. In this specific case, starting from the case study of Manfred Schroeder's historical reverbs, we illustrate the process of building analytical evaluation tools, as well as practical implementation, at the basis of a conscious study path.
Francesco Vitucci, Giuseppe Silvi, Daniele Giuseppe Annese +2
Sep 3, 2026cs.SD

StrixAE: An Intelligent Agent for Audio Enhancement under Complex Distortion Coupling in Real-World Scenarios

Audio enhancement in real-world scenarios involves complex distortion couplings and requires personalized enhancement. Existing solutions struggle to address both simultaneously. To improve robustness and enable autonomous operation in such scenarios, we propose StrixAE, an agent based on a multimodal large language model (MLLM). StrixAE leverages the MLLM as a controller to coordinate multiple audio enhancement and personalization models. To further enhance system robustness, reduce artifacts, and improve generalization across diverse real-world scenarios, StrixAE is trained through a two-stage process: first, CoT supervised fine-tuning on AcoustBench to ground basic reasoning and tool invocation; second, Audio Perception Reinforcement Learning (APRL), a reward design specifically tailored for audio restoration pipelines that jointly optimizes format validity, structural coherence, and perceptual quality. Unlike generic RL fine-tuning, APRL introduces structured rewards that enforce executable pipelines and logical section ordering, enabling the agent to produce reliable, interpretable enhancement plans without hallucinated tools. Based on real-world test datasets, our proposed method outperforms most existing open-source and proprietary solutions, achieving state-of-the-art performance across multiple perceptual metrics and demonstrating strong generalization robustness.
Chenglin Wu, Junjie Wu, Jinhang Chen +5
Aug 31, 2026cs.SD

SPHERE: Automatic Music Upmixing via Audio Language Model Post-Training with Spatial Heuristic Rewards

In this paper, we study the task of automatic music upmixing, wherein a system predicts spatial mixing parameters from a multi-stem recording. Different from existing methods that rely on task-specific music encoders, we approach this task via audio language model (ALM) post-training, leveraging rich representations from existing ALMs, which encode both music semantics and mixing knowledge. Specifically, we propose a post-training recipe that first employs rejection sampling SFT, followed by reinforcement learning (RL) with verifiable rewards (RLVR) via GRPO. We propose Sphere (Spatial Heuristic Rewards), a deterministic reward suite inspired by music mixing conventions, to guide our post-training. It consists of 6 perceptually-motivated sub-rewards and encourages the output mix to be centered, balanced and spacious. More broadly, our results suggest that expert domain knowledge can be encoded as verifiable rewards and distilled into language models, without task-specific architectures.
Zixun Guo, Calvin Murdock, Sanjeel Parekh +4
Aug 12, 2026eess.AS

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/.
Xingwei Sun, Heinrich Dinkel, Gang Li +7
Aug 10, 2026cs.SD

MADBench: A Benchmark for Modality-Aware Audio Deepfake Detection

Recent advances in speech synthesis and audio generation have made high-fidelity acoustic forgery low-cost and difficult to attribute, enabling a realistic attack scenario in which speech and background audio are independently manipulated over otherwise authentic video. Yet existing research either focuses on visual manipulation, addresses speech detection in isolation, or conflates speech and non-speech audio as a single undifferentiated audio stream, overlooking the distinct forensic challenges posed by background audio. This conflation is consequential: the two acoustic components arise from fundamentally different generative mechanisms, exhibit distinct artifact profiles, and pose different challenges to detection systems. We introduce MADBench, the first benchmark that treats speech and environmental audio as distinct acoustic components, enabling component-aware evaluation of audio deepfake detection across independently manipulated forgery sources. We benchmark representative state-of-the-art detectors and multimodal large language models under a unified protocol. Our experiments reveal that environmental audio manipulation is more detectable than synthetic speech across general-purpose encoders, while existing pretrained detectors fail on both acoustic components, and manipulated environmental audio asymmetrically degrades speech deepfake detection, findings entirely invisible under the single-label paradigm of prior benchmarks. MADBench establishes a rigorous foundation for future research into robust, component-aware audio deepfake detection.
Yanqiu Li, Yang Xiao, Jisheng Bai +3
Aug 10, 2026cs.SD

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.
Yunrui Cai, Xu Li, Yucheng Zhou +8
Aug 8, 2026cs.HC

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.
Karim Benharrak, Oriol Nieto, Bryan Wang +2
Aug 5, 2026eess.AS

Diff2Mix: Controllable Music Mixing via Diffusion Models and Differentiable Audio Effects

Automatic music mixing aims to combine multitrack recordings into a balanced and coherent musical piece. Because the content of different songs and the subjective preferences of mixing engineers jointly shape the final outcome, a practical system should deliver well-balanced mixes while allowing for controllable stylistic variation. However, most existing methods treat automatic mixing and mixing style control as separate tasks, making it difficult for a single system to produce high-quality mixes while remaining editable and style-aware. To address this limitation, this paper presents Diff2Mix, a generative automatic mixing system based on diffusion models and a differentiable mixing console. This system offers two levels of optional user control: a reference audio enables overall production style control, and the differentiable mixing console provides explicit audio effects parameters for interpretability and fine-grained optimization. We demonstrate our system's competitive performance through both objective and subjective evaluations in terms of mixing quality and control ability. We provide code and audio samples at our project page https://zys711.github.io/Diff2Mix .
Yisu Zong, Jinjie Shi, Joshua Reiss
Aug 4, 2026cs.SD

On the Geometry of Music Bandwidth Extension in Latent Spaces of Audio Codecs

Recent audio restoration increasingly relies on large-scale conditional latent generative modeling, including diffusion, Schrodinger Bridges, and Flow Matching variants, to invert degradations such as bandwidth limitation or noise. We present an analysis of the performance of various state-of-the-art methods compared to simple arithmetic transformations in the latent spaces of multiple neural codecs for musical bandwidth extension. We show that estimating a single transport vector between the clean and degraded latent centroids on a reference set, and adding it to degraded latents, can yield restoration performance competitive with large diffusion models. This suggests, first, that some neural codec latent spaces exhibit structure aligned with audio bandwidth; and second, that in such cases complex conditional models may offer only limited gains over a simple vector addition. We argue that these findings reveal an interesting avenue for future research whereby models could take advantage of the latent space structure in order to offer greater training and parameter efficiency, and overall better performance. Additionally, we propose to consider this simple arithmetic transformation as a baseline for music bandwidth extension research, as it allows an assessment of the contribution of learnable parameters towards restoration performance.
Hendrik Vincent Koops, Hao Hao Tan, Elio Quinton
Aug 3, 2026eess.AS

Music Restoration via Latent Operator Optimization and Diffusion Model Priors

Music restoration seeks to recover a clean signal from an observed recording degraded by an unknown effect, distortion, or corruption. Existing systems often rely on paired training data and distortion-specific supervision, which limits their use when the forward process is not known in advance. We propose LOUDAR (Latent-space Optimization of Unknown Distortion for Audio Restoration) a general-purpose restoration method that operates in the latent space of a pretrained audio autoencoder and models the unknown distortion as a learnable latent operator. At inference time, LOUDAR alternates between estimating the clean latent variable and updating the latent operator parameters. An unconditional latent diffusion model provides a prior over clean audio and regularizes this inference by steering the latent estimate toward the manifold of clean recordings. Because the degradation model is adapted per input, the approach is broadly applicable across diverse restoration problems. We evaluate LOUDAR on singing voice effect removal and restoration, as well as guitar distortion removal, and show that it consistently improves over degraded inputs and is competitive with supervised and unsupervised baselines in waveform and latent domains.
Michal Švento, Eloi Moliner, Valtteri Kallinen +3
Aug 2, 2026cs.SD

dots.tts.edit: Precisely Controlled Speech Editing with a Continuous Autoregressive Model

Speech editing for content creation requires precise control over both what an edit should do and where it should apply. Free-form natural language provides a flexible interface for expressing edit requests, but its ambiguity may leave the intended operation, parameters, or target region underspecified. We study a precise and explicit interface for speech editing: a transcript-grounded structural edit instruction with XML-style tags explicitly specifies typed operations and localizes them to transcript spans or boundaries. This semantic timeline avoids explicit timestamp alignment and provides an externally inspectable contract for compositional edits. We instantiate the interface in dots..tts..edit, an editor adapted from the continuous autoregressive dots..tts foundation model. Four representative speech-creation controls cover lexical content, affective expression, pitch and speaking-rate delivery, and temporal phrasing through text, emotion, prosody, and pause editing. Task-specific data pipelines construct operation- and scope-controlled pairs while retaining source-derived context outside each target region. We further introduce doteBench, a bilingual evaluation suite that measures precise instruction following, local preservation, and audio quality across the four controls and their composition. Experiments show leading overall instruction following and local preservation across its five editing categories, while audio quality remains comparable to existing open-source systems. Across three Seed-TTS-Eval shards, the model shows negligible differences from the base model in zero-shot TTS recognition error rate and speaker similarity.
Hankun Wang, Bohan Li, Shi Lian +6
Jul 29, 2026cs.SD

Improved Robustness in AI-Generated Music Detection

AI music generators leave predictable spectral artifacts determined by their architecture. Existing detectors exploit these artifacts with near-perfect accuracy on raw generated tracks, but their performance collapses under simple audio manipulations, such as speed modification or pitch shifting. We address this open robustness problem by introducing a frequency-scaling-invariant detection pipeline that aims to prevent this kind of attack by design. Our method maps audio onto a log-frequency axis via a log-STFT remapping. A single learned cross-correlation filter, combined with max-pooling, provides shift invariance at inference time. Training uses a hybrid loss that jointly supervises binary detection and artifact-peak localization, regularizing boundary weights. Because robustness to speed change is built in by design, the detector is also interpretable: it outputs both a binary decision and an estimate of the applied speed-change factor.
Emile Dugelay, Thomas Barand, Aurélien Laouar +3
Jul 23, 2026eess.AS

Designed Vocalizations Dataset: Sound-Designed Human and Animal Voices for Non-human Voice Conversion

Advances in AI-based voice conversion have enabled a wide range of media applications, including films, audiobooks, and games. However, most research and public benchmarks still focus on natural human speech, leaving designed vocalizations, such as monster growls and robotic voices, underexplored, partly due to the lack of publicly available resources. To address this gap, we introduce the Designed Vocalizations Dataset, constructed by curating diverse raw vocal sources, including speech and animal vocalizations, and applying professional vocal effects processing to produce corresponding effect modified variants. We further provide a standardized test set with explicit seen/unseen splits over source timbre groups and preset styles to assess generalization under controlled conditions. Finally, we report baseline benchmark results to support reproducible evaluation and future research. The dataset and demo samples are available at https://ncai-official.github.io/speech/publications/designed-vocalizations-dataset/.
Seolhee Lee, Minsu Kang, Yangsun Lee +3
Jul 22, 2026cs.SD

Black-Box Optimization for Identifying and Inverting Audio Dynamic Range Control Effects

Dynamic Range Compression (DRC) is a widely used nonlinear audio effect whose parameters are often unknown, making blind estimation and inversion challenging. In this work, we formulate DRC parameter estimation as a black-box optimization problem in a perceptually motivated feature space. Given an observed signal and a reference representation, we estimate the parameters that minimize the distance between feature descriptors of the reconstructed and reference signals. Unlike gradient-based approaches, the proposed method does not require differentiability of the DRC model or the feature extraction pipeline, enabling the use of nonlinear and histogram-based descriptors. Experimental results demonstrate that the proposed method achieves competitive performance in blind parameter estimation and dry signal recovery, outperforming or matching state-of-the-art models in terms of reconstruction quality.
Haoran Sun, Dominique Fourer, Hichem Maaref
Jul 21, 2026cs.SD

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 the mind of a musician. 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 song are targeted, refined, and combined into a final track. 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 argue there is a language for modifying recorded music that is dense, consistent, and learnable. 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 new toolkit that combines stem separation, mixing, and common studio effects for use by multimodal agents. We use RIME and POEMS to generate 3,000 pairs of edit instructions and ground truth audio, and use this data to evaluate existing multimodal LLMs as agents on this task, showing persistent challenges in current models' post-production capabilities. We also demonstrate RIME's ability to improve post-production agent performance via supervised fine-tuning. We see RIME as an early step toward iterative musical agents, collaborative systems that could transform music production much as interactive coding agents have reshaped software engineering.
Noah Schaffer, Nikhil Singh
Jul 20, 2026cs.SD

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.
Ali Boudaghi, Hadi Zare
Jul 15, 2026cs.PF

The Café in Amsterdam: When the Incumbent Becomes the Oracle

A field can reformulate its computations freely exactly where its demand is stated independently of any incumbent implementation, and finds itself unable to when the incumbent's own output has quietly become the specification. This note offers that observation as a lens on computational reformulation for modern accelerators, where posing a problem in a hardware-friendly form can yield large speed and energy gains, but only if a replacement can be judged at all. Building on the test-oracle problem (Weyuker; Barr et al.), on requirements engineering's notion of implementation bias (Zave and Jackson), and on the roofline performance model, it names the pathology "baseline capture" -- the moment an incumbent stops being evidence that a demand can be met and becomes the definition of meeting it -- and separates two questions that are easily confused: whether a reformulation can be judged (which turns on the existence of an incumbent-independent demand) and whether its discovery can be automated (which turns additionally on the cost of evaluating that demand). Short cases -- shortest-path routing, learnable audio frontends, ZIP-215 for Ed25519 signature validation, CESM-ECT for climate models, and a single-GEMM audio frontend -- illustrate the pattern and the move of "buying a verifier": making a demand explicit, operational, and independent of the incumbent. No component is claimed novel in isolation; the contribution is the synthesis and the single question it makes easy to ask of any reformulation result -- does its acceptance test mention the incumbent's output?
Augusto Camargo
Jul 14, 2026cs.SD

Low-Latency Neural Models for Real-Time Music Enhancement

Music recordings and live streams are often affected by noise, reverberation, spectral imbalances, or artifacts that degrade listening quality. While speech enhancement has matured into a well-defined research area, music enhancement is less established because musical signals combine overlapping sources, wide bandwidths, strong dynamics, and intentional production effects. We study real-time music enhancement under strict causal and low-latency constraints. We formulate the task around recovery of the intended produced mix from acoustic and production-oriented degradations, adapt compact causal networks to music, and compare speech-derived real-time baselines, an external music-denoising model, an offline restoration reference, and a music-specific MusicFilterNet-MS variant. On the tested hardware, all causal models run faster than real time, but improvements depend strongly on the dataset, degradation type, and metric family; under several objective criteria, indiscriminate enhancement can worsen the degraded input. The main contribution is therefore a benchmark and an analysis rather than a universal best model: real-time music enhancement is feasible, but robust improvement requires degradation-aware modeling, stereo-aware processing, identity-preserving correction, and evaluation beyond a single objective score.
Emmanouil Karystinaios, Jonathan Greif, David Nadrchal +2
Jul 14, 2026cs.SD

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.
Emmanouil Karystinaios
Jul 13, 2026cs.SD

BeatEdit: Symbolic Music Generation as Explicit Editing

Music creation is fundamentally a process of revision. Yet symbolic music generation remains dominated by paradigms that produce complete sequences from scratch, with limited support for selective modification. Edit-based methods have proven effective for text transformation tasks, but remain largely unexplored for symbolic music. We trace this absence to the representational level: conventional event-based music encodings lack the structural properties required by explicit music editing. In contrast, the BEAT encoding, a beat-grid-anchored representation originally designed for autoregressive generation, possesses structural properties amenable to editing. We propose BeatEdit, the first framework for symbolic music generation based on explicit edit operations, recasting generation as producing new content by editing a draft rather than synthesizing from scratch. BeatEdit comprises three complementary mechanisms along an axis of increasing edit density: per-token sequence tagging for error correction, iterative refinement for accompaniment editing, and tag-then-fill for segment completion. All these mechanisms share a single encoding and pre-trained backbone, achieving higher precision and perceptual quality than autoregressive and diffusion methods across all three tasks, while remaining efficient, with single-pass inference completing in under 100 ms. Cross-encoding evaluation further reveals that encoding design substantially influences editing effectiveness, with notable encoding-method interaction effects. Code is available at https://github.com/Haoyu-Gu/BeatEdit-code
Haoyu Gu, Lekai Qian, Haowu Zhou +2
Jul 9, 2026cs.SD

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.
Oliverio Bombicci Pontelli, Iran R. Roman
Jun 29, 2026eess.AS

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.
Yoonjeong Park, Jaekwon Im, Juhan Nam
Jun 23, 2026eess.AS

DTT-BSR+: A Generative-Regression Cascade for Music Source Restoration

Music source restoration (MSR) requires jointly addressing source unmixing and the inversion of non-linear production effects. Current methods struggle to achieve accurate target signal reconstruction while maintaining semantic consistency. To address this limitation, we propose DTT-BSR+, a two-stage cascade MSR system that decouples distribution fitting from signal reconstruction into separate stages. A generative DTT-BSR separator in the first stage produces stems matching the prior of clean sources, and a modified Demucs network in the second stage enhances the first stage output using time-domain and multi-resolution spectral losses. DTT-BSR+ improves multi-mel signal-to-noise ratio (MMSNR) over the single-stage DTT-BSR across all stems, and surpasses the state-of-the-art X-LANCE MSR system on five stems. We also reveal through Fréchet Audio Distance (FAD) decomposition an implicit trade-off between signal reconstruction accuracy and semantic distribution fitting across stems.
Youran Ni, Shihong Tan, Yuzhu Wang +1
Jun 20, 2026cs.SD

InstructFX2FX: A Multi-Turn Text-to-Effect System for Sequential Audio Effect Refinement

We present InstructFX2FX, a system for sequential audio effect refinement through multi-turn natural-language instructions. Existing text-to-effect systems are largely single-shot, mapping one textual descriptor to one preset. Real audio engineering is instead sequential: engineers refine an existing effect chain through successive instructions. This poses a stateful problem that single-shot systems do not address: given the current effect parameters state and a new instruction, update the sound while preserving what earlier instructions already achieved. InstructFX2FX addresses this with a hybrid architecture that divides labor between a language model and CLAP-guided optimization. The LLM serves as a high-level planner that selects effects and proposes the initial parameter state, motivated by recent evidence that LLMs can outperform CLAP-based optimization for single-turn text-to-effect mapping; CLAP-guided optimization then refines the existing parameter state, providing a more stable and robust refinement mechanism than LLM reprompting. In the demo, attendees drive a dry recording through successive natural-language instructions: after each turn, they choose how strongly the effect is applied, then issue the next instruction based on what still differs from the sound they intend. In a preliminary evaluation on SocialFX-derived descriptor pairs, CLAP-guided refinement achieves lower DSP-feature MMD than an LLM+LLM initialize-then-reprompt baseline on 9 of 10 pairs. Trajectory analysis further shows that, for differentiable effects, optimization tends to gradually move the audio toward the new target while retaining the effects of the previous instruction, highlighting the potential for gradual refinement.
Song-Ze Yu, Milan Liessens Dujardin, Yuxuan Cai +4
Jun 19, 2026cs.SD

Direct Raw Audio Signal Processing via Reservoir Computing: An Investigation into 'Feature-Free' Architectures

This paper evaluates Reservoir Computing (RC) as an autonomous, 'feature-free' framework for audio processing, designed to eliminate traditional, handcrafted feature extraction stages. We investigate whether the high-dimensional temporal dynamics inherent in a reservoir can function as a robust end-to-end processor for the direct classification of raw acoustic signals. By bypassing computationally intensive representations like MFCCs, this approach seeks to mitigate significant intellectual and pre-processing bottlenecks in traditional signal pipelines. Our study evaluates and compares shallow, sequential, and parallel deep reservoir architectures to determine their capacity for hierarchical feature representation. Experimental results demonstrate that the proposed parallel approach consistently outperforms shallow and sequential baselines while maintaining low model complexity. These findings highlight the potential of RC as an efficient and scalable alternative for time-domain audio processing, offering a promising pathway toward deployable, low-power acoustic systems with minimal preprocessing requirements.
Rinku Sebastian, Simon O Keefe, Martin A Trefzer
Jun 19, 2026eess.AS

Compiling Differentiable Audio Graphs to Real-Time DSP

Differentiable audio processors are habitually designed and optimised in machine-learning frameworks, but deploying them as real-time audio effects still often requires non-automatic implementation in a dedicated digital signal processing language. The translation is error-prone, demands an onerous verification process, and detaches research prototypes from usable production tools. That being so, we present ADAC, a compiler that lowers a trained model to a framework-agnostic intermediate representation and emits efficient FAUST code whose impulse response matches the source model to within floating-point arithmetic noise, direct paths included. The optimisation loop is made audible by replacing the model in a running plugin after each gradient step. The exported processor carries a small set of macro-controls that leave its stability intact. A stability certificate computed from the shipped parameters is checked before the plugin is built. At the demonstration, a feedback delay network is trained and exported to a working plugin.
Facundo Franchino, Sebastian J. Schlecht
Jun 19, 2026cs.SD

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
Xun Gong, Jinchuan Tian, Haoran Wang +3
Jun 18, 2026cs.SD

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.
Liting Gao, Yonggang Zhu, Yaru Chen +5
Jun 15, 2026eess.AS

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.
Haocheng Dong, Yuheng Lu, Cheng Gong +3
Jun 13, 2026cs.SD

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/
Yuxuan Jiang, Mingyang Han, Yusheng Dai +12
Jun 13, 2026cs.SD

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.
Zhongyuan Fu
Jun 11, 2026eess.AS

A Dual-Mode Faust-to-CLAP Compilation System

We describe faust2clap, a framework establishing the first officially maintained compilation pathway from Faust DSP specifications to the CLAP format. The system operates in two different modes. A static mode employs ahead-of-time compilation to yield native binaries of optimal efficiency, while a dynamic mode uses runtime interpretation to permit DSP code modification without interrupting the host application. This latter capability addresses a persistent friction in audio software development, namely the cumulative overhead of the edit, compile, and reload cycle. We detail the algorithmic machinery underlying both modes, focusing specifically on the problem of parameter identity. To preserve both parameter values and their bindings to host automation across structural DSP mutations, we introduce an address-based identity matching algorithm and a stable slot allocation scheme. The implementation, comprising approximately 2,400 lines of C++ architecture and Python tooling code, has been integrated into the main Faust distribution.
Facundo Franchino, Stéphane Letz, Jatin Chowdhury
Jun 6, 2026cs.SD

FXplorer: A Map-Based Interface for Exploratory Audio Effect Design

Audio effects (FX) shape sound in contemporary music practice. However, most interfaces present them as discrete modules and parameters that favor targeted adjustment over exploratory listening. This separation can make it difficult to build intuition about the broader space of possible transformations or to move fluidly between searching and refinement. We present FXplorer, an interface that organizes audio effects within a perceptually informed 2D space, allowing sound transformations to be browsed as a continuous landscape rather than as isolated presets. By combining established spatial interaction approaches and interpretable DAW-style controls with recent embedding-based machine learning methods for similarity and semantic search, the system brings exploration and parameter refinement into a single workspace. FXplorer supports composition, production, or performance by allowing users to edit and interpolate between effect presets interactively.
Annie Chu, Jason Brent Smith, Bryan Pardo
Jun 5, 2026cs.SD

DirectAudioEdit: Inversion-Free Text-Guided Audio Editing via Diffusion Prediction Contrast

Text-guided audio editing aims to modify the language-specified acoustic content while preserving edit-irrelevant source components. Existing training-free methods typically rely on inversion-based editing. While inversion-free editing is appealing as it decreases computational overhead and reconstruction errors, it remains largely unexplored for audio editing. The key challenge is to construct a source-to-target editing path through diffusion denoising dynamics. In this paper, we introduce DirectAudioEdit, the first attempt to develop a training-free and inversion-free method for audio editing. Experiments on music and event-level benchmarks across two backbones show that DirectAudioEdit reduces macro-averaged FAD and KL by 15.9% and 15.8% compared with DDPM inversion, while achieving up to 64.5% editing speedup.
Zhengkun Ge, Xiaoqian Liu, Haoran Zhang +5
Jun 5, 2026cs.SD

MMAE: A Massive Multitask Audio Editing Benchmark

We introduce MMAE, a Massive Multitask Audio Editing benchmark, serving as the first comprehensive evaluation testbed designed for general-purpose instruction-based audio editing. Spurred by the shift toward intelligent creation, interactive editing has rapidly expanded from visual domains, pioneered by models like Nano-banana 2 for images and Gemini-Omni for video, into audio. However, the current evaluation infrastructure lags severely, remaining highly fragmented and restricted to specific subdomains or basic operations. Unlike existing benchmarks that are limited in scope, MMAE extends to a broad spectrum of real-world scenarios, encompassing 7 distinct audio modalities, including sound, speech, music, and their mixtures. Furthermore, we establish a comprehensive taxonomy spanning 6 levels of task complexity, from basic modifications to multi-hop reasoning and multi-round editing, 2 levels of granularity, and 8 distinct operation types. Meticulously curated through human-agent collaboration, MMAE comprises 2,000 high-fidelity samples paired with a pioneering rubric-based evaluation framework. By decomposing free-form tasks into 17,741 verifiable criteria, this robust rubric-based paradigm enables a precise, multi-dimensional assessment of both instruction following and context consistency. Our extensive evaluation of leading models reveals that current systems remain far from achieving reliable edits. Strikingly, the Exact Match Rate (EMR) consistently falls below 5% and plummets to an absolute 0% in complex, mixed-modality tasks, exposing critical bottlenecks in precise execution and structural robustness. We hope MMAE will serve as a catalyst for future advances in the intelligent creation community, providing a clear diagnostic roadmap and establishing a standardized, long-lasting evaluation paradigm for next-generation audio editing systems.
Ziyang Ma, Ruiqi Yan, Ruiyang Xu +35
May 29, 2026cs.SD

AnchorSteer: Self-Discovered Concept Injection for Structure-Preserving Music Editing

Controllable music editing is to modify high-level attributes while strictly preserving rhythmic and melodic structures. However, this task is challenged by a semantic-structural entanglement: steering methods often degrade structure to achieve editing performance, while structural adaptors suppress semantic responsiveness. We propose AnchorSteer, a framework that disentangles this tension by coupling structural anchoring with self-discovered semantic steering. The proposed approach probes internal representations to extract interpretable, label-free concept vectors via a self-supervised reconstruction objective, isolating attributes without curated data. During editing, these portable, plug-and-play concept vectors are injected into diffusion hidden manifolds while a structural adaptor enforces consistency. Variants for unconditioned and conditioned injections are provided to balance robustness and semantic strength. Experiments on ZoME-Bench and subjective tests show that the proposed framework outperforms both steering-only and anchoring-only baselines, enabling significant semantic transformations with high-fidelity structural preservation.
Chih-Heng Chang, Keng-Seng Ho, Chih-Yu Tsai +3
May 27, 2026cs.SD

DEMON: Diffusion Engine for Musical Orchestrated Noise

We present DEMON, a real-time diffusion engine that makes the denoising process playable as a live musical instrument: a control surface both broad (many parameters shaped per-frame across the output) and responsive (each control taking effect as fast as its place in the denoising loop allows). Built on ACE-Step 1.5 and StreamDiffusion's ring-buffer architecture with TensorRT acceleration, it sustains up to 12.3 decoder completions per second for 60-second music on a single consumer GPU (RTX 5090), or 11.3 generations per second at our production ring-depth of 4. At these rates denoising parameters become viable as live performance controls, but the ring buffer propagates per-request changes only at its drain rate, a floor of S denoising steps. We contribute four mechanisms. (1) Per-slot heterogeneous denoise scheduling: each ring-buffer slot owns its timestep schedule, so a moving denoise slider is tracked without wiping the in-flight queue, where the upstream global-schedule design must rebuild and discard it. (2) Shared mutable per-step state, giving any parameter consulted at every solver step next-tick effect, bypassing ring-buffer drain. (3) Per-frame source blending: a sampling-time control on the standard SDE re-noise step, giving a framewise transformation-strength axis that complements scalar denoise scheduling. (4) Windowed VAE decode exploiting receptive-field analysis for an 8.0x decode speedup. Together these separate streaming-diffusion parameters into four propagation classes, by onset and convergence latency.
Ryan Fosdick
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.
Yuyue Wang, Xihua Wang, Xin Cheng +2
May 25, 2026cs.SD

CosyEdit2: Speech-Editing-Oriented Reinforcement Learning Unlocks Better Zero-Shot TTS

Speech editing and zero-shot Text-to-Speech (TTS) share a similar generative foundation conditioned on speech prompts, yet speech editing demands far stricter local acoustic consistency with surrounding unedited content. While prior work has shown that Supervised Fine-Tuning (SFT) enables TTS models to acquire functional editing capability, this approach remains fundamentally bottlenecked by imperfect paired editing data and coarse-grained optimization signals. To address these limitations, we propose CosyEdit2, a speech editing model built on a two-stage post-training framework that progresses from supervised editing initialization to editing-oriented Group Relative Policy Optimization (GRPO) over target-speech-free data. Extensive experiments demonstrate that CosyEdit2 not only substantially advances speech editing performance, but also unlocks better zero-shot TTS capability, revealing a deeper mutual relationship between the two tasks. Audio samples are available at https://cjy1018.github.io/CosyEdit2.
Junyang Chen, Yuhang Jia, Hui Wang +3
May 18, 2026cs.CV

InstructAV2AV: Instruction-Guided Audio-Video Joint Editing

Recent diffusion-based methods have achieved impressive progress in video content manipulation. However, they typically ignore the accompanying audio, leaving the audio disjointed from the edited results. In this paper, we propose InstructAV2AV, the first end-to-end framework for instruction-guided audio-video joint editing. We first develop a scalable data synthesis pipeline and construct InsAVE-80K, the first large-scale audio-video editing dataset with high-quality source-to-target pairs. With this data foundation, we adapt an audio-video generation backbone to leverage its robust priors. We concatenate the audio-video input with noisy latent codes to anchor the source context, propose the source-instruction gated attention to improve instruction following and content preservation, and introduce a two-stage training strategy to effectively transfer these pre-trained priors. Extensive experiments demonstrate that InstructAV2AV outperforms state-of-the-art methods across 11 metrics spanning three aspects on two evaluation sets, highlighting its potential for controllable content creation. Project page: https://hjzheng.net/projects/InstructAV2AV/.
Haojie Zheng, Yixin Yang, Siqi Yang +2
Apr 17, 2026cs.SD

AST: Adaptive, Seamless, and Training-Free Precise Speech Editing

Text-based speech editing aims to modify specific segments while preserving speaker identity and acoustic context. Existing methods rely on task-specific training, which incurs high data costs and struggles with temporal fidelity in unedited regions. Meanwhile, adapting Text-to-Speech (TTS) models often faces a trade-off between editing quality and consistency. To address these issues, we propose AST, an Adaptive, Seamless, and Training-free precise speech editing framework. Leveraging a pre-trained autoregressive TTS model, AST introduces Latent Recomposition to selectively stitch preserved source segments with newly synthesized targets. Furthermore, AST extends this latent manipulation to enable precise style editing for specific speech segments. To prevent artifacts at these edit boundaries, the framework incorporates Adaptive Weak Fact Guidance (AWFG). AWFG dynamically modulates a mel-space guidance signal, enforcing structural constraints only where necessary without disrupting the generative manifold. To fill the gap of publicly accessible benchmarks, we introduce LibriSpeech-Edit, a new and larger speech editing dataset. As existing metrics poorly evaluate temporal consistency in unedited regions, we propose Word-level Dynamic Time Warping (WDTW). Extensive experiments demonstrate that AST resolves the controllability-quality trade-off without extra training. Compared to the previous most temporally consistent baseline, AST improves consistency while reducing Word Error Rate by nearly 70%. Moreover, applying AST to a foundation TTS model reduces WDTW by 27%, achieving state-of-the-art speaker preservation and temporal fidelity.
Sihan Lv, Yechen Jin, Zhen Li +5
Mar 5, 2026cs.SD

Focus Then Listen: An Empirical Study of Plug-and-Play Audio Enhancer for Noise-Robust Large Audio Language Models

Large audio language models (LALMs) are a class of foundation models for audio understanding. Existing LALMs tend to degrade significantly in real-world noisy acoustic conditions where speech and non-speech sounds interfere. While noise-aware fine-tuning can improve robustness, it requires task-specific noisy data and expensive retraining, limiting scalability. To address this issue, we propose Focus-Then-Listen (FTL), a plug-and-play audio enhancer that improves LALMs' noise robustness. Specifically, FTL first separates the input waveform into speech and non-speech, and a modality router is applied to predict the target audio modality (e.g., speech) based on the user's instruction. Finally, a modality-aware fusion block generates a task-adaptive enhanced signal for improved downstream perception and reasoning. Experiments across multiple LALMs and tasks show that FTL improves performance across different noise levels without fine-tuning on LALMs.
Han Yin, Yang Xiao, Younghoo Kwon +2
Dec 29, 2025cs.RO

Do You Have Freestyle? Expressive Humanoid Locomotion via Audio Control

Humans intuitively move to sound, but current humanoid robots lack expressive improvisational capabilities, confined to predefined motions or sparse commands. Generating motion from audio and then retargeting it to robots relies on explicit motion reconstruction, leading to cascaded errors, high latency, and disjointed acoustic-actuation mapping. We propose RoboPerform, the first unified audio-to-locomotion framework that can directly generate music-driven dance and speech-driven co-speech gestures from audio. Guided by the core principle of "motion = content + style", the framework treats audio as implicit style signals and eliminates the need for explicit motion reconstruction. RoboPerform integrates a ResMoE teacher policy for adapting to diverse motion patterns and a diffusion-based student policy for audio style injection. This retargeting-free design ensures low latency and high fidelity. Experimental validation shows that RoboPerform achieves promising results in physical plausibility and audio alignment, successfully transforming robots into responsive performers capable of reacting to audio.
Zhe Li, Yangyang Wei, Boan Zhu +9
Oct 29, 2025eess.AS

PitchFlower: A flow-based neural audio codec with pitch controllability

We present PitchFlower, a flow-based neural audio codec with explicit pitch controllability. Our approach promotes pitch disentanglement through a simple perturbation: during training, F0 contours are flattened and randomly shifted at the input, while the true F0 is provided as conditioning to regenerate the original audio. A vector-quantization bottleneck prevents pitch recovery, and a flow-based decoder generates high quality audio. Experiments show that PitchFlower achieves accurate pitch control at the level of DSP baselines but at much higher audio quality, and performs on par with state-of-the-art neural approaches. Notably, despite using WORLD-transformed audio for training, our method filters out the vocoder's inherent artifacts, revealing a strong resilience of deep generative modeling to input degradation. This finding suggests that our framework provides a simple and extensible path that could be extended to other speech attributes.
Diego Torres, Axel Roebel, Nicolas Obin
Date pendingcs.SD

SonicMaster: Towards Controllable All-in-One Music Restoration and Mastering

Music recordings often suffer from audio quality issues such as excessive reverberation, distortion, clipping, tonal imbalances, and a narrowed stereo image, especially when created in non-professional settings without specialized equipment or expertise. These problems are typically corrected using separate specialized tools and manual adjustments. In this paper, we introduce SonicMaster, the first unified generative model for music restoration and mastering that addresses a broad spectrum of audio artifacts with text-based control. SonicMaster is conditioned on natural language instructions to apply targeted enhancements, or can operate in an automatic mode for general restoration. To train this model, we construct the SonicMaster dataset, a large dataset of paired degraded and high-quality tracks by simulating common degradation types with nineteen degradation functions belonging to five enhancements groups: equalization, dynamics, reverb, amplitude, and stereo. Our approach leverages a flow-matching generative training paradigm to learn an audio transformation that maps degraded inputs to their cleaned, mastered versions guided by text prompts. Objective audio quality metrics demonstrate that SonicMaster significantly improves sound quality across all artifact categories. Furthermore, subjective listening tests confirm that listeners prefer SonicMaster's enhanced outputs over other baselines.
Jan Melechovsky, Ambuj Mehrish, Abhinaba Roy +1