Sonification

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1 papers in the last 28 days · 0.0% of indexed attention

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

24 papers

Latest in Sonification

Aug 31, 2026physics.app-ph

Arctic Dispersion Interruption Phenomenon and Sound Source Depth Estimation

The sound speed profile in the deep Arctic Ocean causes the surface layer to form a normal mode waveguide. When the depth of the sound source or receiver is near a node of the eigenfunction, the source cannot excite the mode, or the receiver cannot detect it, resulting in the modal amplitude at the receiver being approximately zero. This manifests as a dispersion interruption in the dispersion structure, which can be observed through time-frequency analysis of the received acoustic signal. Based on the interruption frequency identified from the received signal, combined with the relationship between node depth and modal frequency calculated from the ocean sound speed profile, the source depth can be estimated if the receiver depth is known. The phenomenon of dispersion interruption and the method of estimating source depth have been validated through simulations and experiments.
Weng Jinbao, Yang Yanming, Chen Benqing +2
Aug 8, 2026cs.CV

SCoPE: Training-Free Audio-Visual Event Perception via Sparse Cross-Modal Prior Exchange

Audio-visual event perception (AVEP) determines which events occur in a video, when they occur, and whether they are audible, visible, or both. Training-free methods query new event vocabularies by matching frozen audio and visual features with text-encoded event names. However, related labels share evidence. An incorrect label can then score at least as high as a correct one. We call this a false co-activation (FCA). No scalar cutoff can reject the incorrect label while keeping every correct one. Class-specific thresholds may prevent that label from becoming a final prediction, but the FCA remains in the underlying score vector. We introduce SCoPE, a training-free framework in which all queried labels compete for shared evidence and each modality guides event selection in the other. We derive an exact condition for when this competition removes an FCA in a two-label fit. With identical frozen CLIP+CLAP backbones on LLP, SCoPE improves Type@seg by 7.45 points and Event@seg by 5.04 points compared with the reported AV2^2A values. The same fixed configuration transfers unchanged to OV-AVEBench and VGGSound-AVEL100k.
Jaemo Jeong, Junho Yoon, Hyunju Kim +1
Aug 3, 2026physics.soc-ph

What Is Sonification? Toward a Philosophy of Sonification

Sonification operates across scientific, artistic, and design contexts, yet its identity remains conceptually ambiguous: is it music, a scientific method, or a hybrid practice? This paper presents a philosophical framework that treats sonification as a coherent, transcategorical practice. Drawing on Gustavo Bueno's materialist gnoseology, we identify its operative core through systematic data-to-sound relationships that define its technical identity. Complementing this with Gilbert Simondon's philosophy of individuation, we show conceptually how sonification adapts across contexts while preserving its operative structure. By distinguishing between technical identity and pragmatic use, this framework clarifies the relationship between sonification, music, and aesthetics, providing researchers and practitioners with a philosophical framework to navigate the field's diversity while maintaining its epistemic and operational integrity.
Rubén García-Benito
Jul 18, 2026cs.SE

Falsification-Based Verification of LLM-Generated Optimization Models: Sound Test Batteries and Their Detection Limits

Large language models now translate natural-language descriptions of decision problems into solver-ready optimization models, but they fail silently. A generated model often runs and still formulates the wrong problem. This paper develops a theory of falsification-based verification for this setting. Every numeric quantity in the description is a typed slot, and a candidate model is tested only through solver calls on slot-transformed instances; no reference model or label is consulted. From duality, comparative statics, and polyhedral limit arguments we derive a battery of test classes covering directions, curvature, crush probes, prohibitive limits, annihilation, and exchange. Every test is sound, so a violation certifies unfaithfulness and the false-positive rate is zero by design. We characterize what such verification can never see, give conditions under which the canonical error classes are detected with certainty, and prove that no fixed-threshold perturbation tester is simultaneously sound and nontrivial. Experiments on 326 ground-truth models from NL4OPT and four benchmark families confirm the theory. The battery attains a 0.0% false-positive rate against 54.9% for a threshold tester, detects 70.0% of certified conditional-class mutants, convicts 40.4% of the mutants invisible to execution-accuracy scoring, and reproduces the predicted detectability pattern including its zeros.
Haifeng Li, Mo Hai
Jul 7, 2026cs.MM

Precise Video-to-Audio Generation with Cross-Modal Alignment in Latent Space

Video-to-audio (V2A) generation aims to synthesize realistic audio that is both semantically consistent with and temporally synchronized to a silent video. Despite recent progress, many methods still rely on multi-stage training, resulting in high computational costs and long runtimes, or transform visual input into text to leverage pretrained text-to-audio models, sacrificing fine-grained temporal cues. To overcome these limitations, we propose Flowley, an end-to-end, single-stage training architecture that produces soundtracks by combining visual features with textual prompts. Crucially, we introduce Progressive Soft-masked Cross-Attention, which embeds audio-visual synchronization directly within its attention mechanism, adding zero additional computational cost compared to standard attention layers. We further observe that existing V2A benchmarks lack sound-oriented descriptive captions, which can potentially degrade the quality of the synthesized audio. To remedy this, we propose SoundCap, a plug-and-play pipeline for creating detailed, sound-aware captions that guide the model. Remarkably, without integrating any pretrained audio-visual alignment modules, Flowley achieves state-of-the-art performance on VGGSound across multiple metrics. Moreover, by incorporating SoundCap, we further exceed the performance of the strongest existing close-sourced methods in terms of audio quality in the zero-shot setting.
Thanh V. T. Tran, Ngoc-Son Nguyen, Luong Tran +4
Jul 6, 2026cs.SD

Extending Xenakis: From Architectural Geometry to Sonification of the Philips Pavilion

Architecture and music have been linked through proportion and temporal structure, yet architectural geometry is rarely viewed as a source of generative music. Revisiting Xenakis' one-directional transformation from string glissandi in Metastaseis to the ruled surfaces of the Philips Pavilion, we invert this workflow and sonify the completed Pavilion as a temporal composition. We reconstruct the Pavilion as nine ruled surfaces, extract their governing ruling lines, and subdivide each surface into structural lines and spatial sampling points. Four evenly spaced ruling lines per surface generate continuous string glissandi, while 3357 sampled points develop five density-based energy blocks and a sparse brass and woodwind subsequence. Implemented in Python, the system produces MIDI rendered in Ableton Live, accompanied by a real-time 3D visualization that reveals architectural motion, stasis, and structural contrast through sound and image. In general, this work paves the way for the transfer of architectural geometry as a performable musical structure, extending Xenakis's architectural and musical thinking to sonification and interactive music practice.
Changda Ma, Sunshiyu Wang, Canting Zhu +1
Jul 5, 2026cs.SD

Doppelganger: Sound Effects and Their Synthetic Twins

Audio-conditioned generators now produce synthetic sound effects from real recordings, so the real and synthetic versions of an event increasingly coexist in sound libraries and in the corpora used to train audio models -- yet no benchmark measures whether a representation can match a synthetic clip to the specific real recording it was generated from. I introduce Doppelganger, a benchmark for matching sound effects across the synthetic-real boundary, pairing 10,420 real clips across 34 everyday sound events each with an audio-conditioned synthetic twin, alongside a controlled 7-class corpus. Off-the-shelf audio encoders do not cross the boundary cleanly. Making the embedding ignore the boundary the standard way -- training it on sound-event labels -- works on familiar sounds but backfires on new ones, dropping below the untrained encoder. Training on the pairs instead -- a clip and its own synthetic twin -- generalizes. On sound events held out of training, it recovers the exact real source about 80% of the time (up from 61% untrained; chance 0.03%), whereas no objective meaningfully improves category-level recognition on those unseen events. The learned matching is specific to one generator -- it survives changes to that generator's settings but not a switch to a different generator, and collapses for the text-only generators tested. A human annotation baseline (49 listeners) lands well above chance but below the models on the same trials. Synthetic twins fool people into calling them real about 29% of the time, yet a generator-specific detector separates these audio-conditioned twins from real recordings perfectly.
Elliott Ash
Jul 4, 2026cs.RO

LH-AVLN: A Benchmark for Long-Horizon Audio-Visual-Language Navigation

Embodied navigation is moving toward long-horizon missions, yet existing long-horizon benchmarks are largely acoustically silent, and audio-visual navigation tasks typically focus on a single goal. We introduce LH-AVLN, a benchmark for Long-Horizon Audio-Visual-Language Navigation that combines multi-goal mission execution, heterogeneous goal specifications, and persistent spatialized acoustic cues. In LH-AVLN, an agent receives a global mission of two to four goals specified by category, language description, or reference image, and navigates with RGB-D observations, pose, and binaural audio in indoor 3D environments. The benchmark supports both ordered and unordered missions, where alternating goal-associated sounds can guide non-line-of-sight search but may also become distractors as mission progress changes. We further develop PAG-Nav, a training-free reference agent that maintains a temporal uniform semantic map and performs progressive goal-state planning, using sound for search while reserving completion for visual-semantic verification. Experiments show that existing vision-language, memory-based, and audio-visual agents struggle to complete full LH-AVLN missions, and that PAG-Nav provides a stronger diagnostic baseline while leaving substantial room for future progress.
Rufeng Chen, Yue Chang, Zili Shao +4
Jul 2, 2026cs.SD

SelectTSL: Prompt-Guided Selective Target Sound Localization in Complex Scenarios

Humans can selectively attend to a target sound and estimate its direction in complex scenarios, whereas such selective localization remains challenging for current deep learning-based systems. Sound source localization (SSL) has achieved remarkable success with deep learning, yet most methods localize all active sources without selectivity. Conversely, target sound extraction (TSE) extracts sources using multimodal prompts but typically fails to preserve the multichannel spatial information required for accurate localization. To bridge this gap, we formulate the task of prompt-guided selective target sound localization and propose SelectTSL, an end-to-end architecture that localizes only the user-specified target in multi-source acoustic scenes. Specifically, we design a target-aware selective localization strategy that employs a Prompt-Guided Selective Attention Module (PGSA) to generate prompt-informed embeddings. These embeddings guide an inter-channel phase difference (IPD) enhancer to refine raw phase cues, fusing with target magnitudes to jointly estimate direction of arrival (DoA) and target-source cardinality, i.e., the number of target sound sources. This coupled design effectively focuses on the user-specified target spatial cues for selective localization and also handles time-varying numbers of target sources. Extensive experiments on both synthetic data and real-world recordings demonstrate that our proposed method consistently outperforms other baselines and exhibits robust generalization to real acoustic environments.
Ziyang Jiang, Yu Chen, Zexu Pan +5
Jun 24, 2026cs.SD

FoleySet: A Multi-Level Human-Annotated Foley Sound Dataset

In audiovisual post-production, Foley refers to synchronous sound effects associated with human actions, such as footsteps, cloth rustle, and prop handling, that are recreated to match the on-screen movements and interactions of characters. These sounds are often recorded by professional Foley artists using physical props. This resource-intensive workflow has motivated data-driven research on Foley, including tasks such as classification, retrieval, and generation; however, high-quality annotated Foley datasets for training remain scarce. To address this gap, we present FoleySet, a publicly available Foley dataset of 10,000 audio clips annotated with a two-level Foley taxonomy. This dataset provides a standardized, Creative Commons-licensed resource for data-driven Foley classification, retrieval, and generation.
Sunshiyu Wang, Alexander Lerch
Jun 24, 2026cs.SD

From Sounds to Scenes: A Benchmark for Evaluating Context-Aware Auditory Scene Understanding in Large Audio Language Models

Recent Large Audio Language Models (LALMs) have achieved remarkable progress in audio perceptual tasks across individual acoustic layers, including speech, sound, and music. However, existing benchmarks predominantly evaluate these layers in isolation, overlooking the complex contextual relationships that arise when multiple acoustic sources co-occur in real-world auditory scenes. Real-world auditory interpretation requires Context-Aware Auditory Scene Understanding (CASU): the ability to comprehend the holistic scene by integrating sound layers. To evaluate this capability, we introduce the CASU benchmark, which assesses whether Audio LLMs can interpret auditory scenes composed of speech, acoustic events (e.g., announcements), and background environments (e.g., traffic), and reason about the logical relationships between these layers. We propose a scalable pipeline for constructing time-accurate, semi-synthetic audio streams by composing real-world scene sounds with synthetic speech. Building on this data, we design four tasks that probe scene understanding: contextual question answering, entity extraction from the scene, speaker role inference, and counterfactual reasoning where scene is manipulated. Experiments across multiple LALMs demonstrate that effective auditory scene understanding requires integration over all auditory layers, rather than reliance on speech or sound alone, underscoring the necessity of CASU for advancing complex audio understanding in LALMs.
Pengfei Zhang, Hoang H Nguyen, Kazi Shaharair Sharif +6
Jun 12, 2026cs.SD

Spatio-Temporal Audio Language Modeling for Dynamic Sound Sources

Sound events are entities with semantic identities, locations, and trajectories, but current audio-language models usually reason about clips as global event content. Conversely, sound event localization models track source directions over time but offer limited semantic coverage for language reasoning. To address this gap, we introduce ST-AudioQA, a spatio-temporal audio QA dataset and benchmark built from first-order ambisonic (FOA) renderings of static and moving sound sources. Each scene provides source identity, activity, direction, distance, and motion metadata, enabling dense trajectory supervision and questions about what is sounding, where it is, how it moves, and how sources relate. We further propose ST-Audio Encoder, a time-resolved FOA audio encoder that learns event semantics together with source trajectories, and ST-AudioLM, which connects the audio tokens from the encoder to an LLM for spatio-temporal audio QA. Experiments show that this representation improves the semantic-localization tradeoff and yields stronger reasoning performance than static spatial and localization-oriented baselines.
Oh Hyun-Bin, Kazuki Shimada, Yuhta Takida +6
Jun 8, 2026cs.SD

Quality-Diversity Search in Sound Generation: Investigating Innovation Engines for Audio Exploration

This study addresses the challenges composers and sound designers face in creating and refining tools to achieve their musical goals. Using evolutionary processes to promote diversity and foster serendipitous discoveries, we automate the search through uncharted sonic spaces for sound discovery, arguing that diversity-promoting algorithms can bridge the gap between the theoretical realisation and practical accessibility of sounds. We describe a system for generative sound synthesis combining Quality Diversity (QD) algorithms with a supervised discriminative model, inspired by the Innovation Engine algorithm, and explore different configurations and the interplay between the chosen synthesis approach and the discriminative model. We examine the interaction between Compositional Pattern Producing Networks (CPPNs) and Digital Signal Processing (DSP) graphs, introducing a novel approach that uses multiple specialised CPPNs for different frequency ranges; this yields simpler networks while maintaining performance comparable to single-CPPN setups. We also investigate evolutionary stepping stones by analysing goal switches between musical and non-musical contexts, revealing how lineages traverse unlikely paths to current elites. Expanding the behaviour space of a previous study to include various sound durations, we uncover specialisation within temporal niches. Results indicate that CPPN and DSP graphs coupled with a Multi-dimensional Archive of Phenotypic Elites (MAP-Elites) and a deep learning classifier can generate a substantial variety of synthetic sounds, diverse and innovative across temporal and contextual dimensions. We present the generated sound objects through an online explorer and as rendered sound files, and, in the context of music composition, an experimental application that showcases their creative potential across various durations and contexts.
Björn Þór Jónsson, Çağrı Erdem, Stefano Fasciani +1
Jun 4, 2026cs.SD

Sound Effects Dataset Unification With the Universal Category System

Sound effects (SFX) datasets and libraries often employ distinct tagging schemes, taxonomies, and metadata structures. This creates challenges for research on SFX classification and generation because incompatible taxonomies lead to siloed datasets that might require individualized approaches, result in non-comparable outcomes, and prevent data merging strategies. We propose a modular dataset relabeling framework that adopts the Universal Category System (UCS), an industry-standard hierarchical taxonomy for sound effects, as a shared structural foundation. This open-source framework enables us (i) to convert tags of existing datasets to UCS with a rule-based multi-stage pipeline and conflict resolution to achieve high automatic conversion rates, (ii) to suggest a stratified dataset split for the new labels, and (iii) to combine multiple datasets. To showcase the practical utility, we introduce the EnvSound-UCS dataset, a publicly available unified UCS-compliant dataset of environmental sounds with 58,057 sound clips from three sources: AudioSet, FSD50K, and ESC-50.
Jun Woo Beck, Alexander Lerch
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.
Zhaoqing Li, Haoning Xu, Jingran Su +9
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.
Nelly Garcia, Joshua Reiss
May 21, 2026cs.SD

Real-time, EDM-inspired sonification of the activity of a supercomputer

The project described in this paper explores the informative sonification of data received in real time from a supercomputer. These data capture the current activities in all the nodes of the computer, therefore, their sonification functions as a form of continuous monitoring of the nodes' behavior and, by extension, of the system as a whole. Because such monitoring is theoretically unending, the resulting sonification must be musically capable of conveying information through sound in a way that remains both intelligible and engaging over long durations. Rather than imposing a predefined musical style onto the data, we sought to identify one which the data themselves could plausibly support. From a small set of candidates, we selected EDM because it is a family of genres whose structural and temporal characteristics align well with continuous, data-driven processes and long-term listening. Through this style-based approach, this research builds on the long tradition of computer data sonification while uniquely combining three elements rarely addressed together: monitoring (rather than debugging) as the primary goal, real-time (rather than post-mortem) data interpretation, and generation of virtually infinite and stylistically coherent (rather than incongruous) music.
Marco Alunno, Paolo Bientinesi
May 14, 2026cs.SD

Physics-Based iOCT Sonification for Real-time Interaction Awareness in Subretinal Injection

Subretinal injection is a delicate vitreoretinal procedure requiring precise needle placement within the subretinal space while avoiding perforation of the retinal pigment epithelium (RPE), a layer directly beneath the target with extremely limited regenerative capacity. To enhance depth perception during cannula advancement, intraoperative optical coherence tomography (iOCT) offers high-resolution cross-sectional visualization of needle-tissue interaction; however, interpreting these images requires sustained visual attention alongside the en face microscope view, thereby increasing cognitive load during critical phases and placing additional demands on the surgeon's proprioceptive control. In this paper, we propose a structured, real-time sonification framework designed for extensible mapping of iOCT-derived anatomical features into perceptual auditory feedback. The method employs a physics-inspired acoustic model driven by segmented retinal layers from a stream of iOCT B-scans, with needle motion and injection-induced retinal layer displacements serving as excitation inputs to the sound model, enabling perception of tool position and retinal deformation. In a controlled user study (n=34), the proposed sonification achieved high retinal layer identification accuracy and robust detection of retinal deformation-related events, significantly outperforming a state-of-the-art baseline in overall event identification (83.4% vs. 60.6%, p < 0.001), with gains driven primarily by enhanced detection of injection-induced retinal deformation. Evaluation by experts (n=4) confirmed the clinical relevance and potential intraoperative applicability of the method. These results establish structured iOCT sonification as a viable complementary modality for real-time surgical guidance in subretinal injection.
Luis D. Reyes Vargas, Veronica Ruozzi, Andrea K. M. Ross +7
May 11, 2026cs.SD

ChladniSonify: A Visual-Acoustic Mapping Method for Chladni Patterns in New Media Art Creation

In new media art creation, the mapping between vision and hearing is often subjective. As a classic carrier of sound visualization, Chladni patterns have great potential in building audio-visual mapping mechanisms. However, existing tools face pain points: high technical barriers for simulation, offline computing failing real-time interaction, and uncontrollable mapping rules in general sonification tools. To address these, this paper proposes ChladniSonify, a real-time visual-acoustic mapping method for Chladni patterns. Based on Kirchhoff-Love plate theory, we build a paired dataset via numerical programming and calibrate it using ANSYS finite element simulation. Focusing on the slender nodal lines of Chladni patterns, we adopt a lightweight CNN with CBAM to achieve high-precision, low-latency pattern classification. Finally, we build an end-to-end system in Python and Max/MSP, mapping recognized patterns to corresponding sine wave frequencies. Results show the system has excellent usability: the classification module achieves 99.33% accuracy on the test set with 7.03 ms inference latency; the mapped frequency matches the theoretical value with zero deviation; the average end-to-end latency is under 50 ms, meeting real-time interactive needs. This work provides a reproducible engineering prototype for Chladni audio-visual art creation.
Yakun Liu, Hai Luan, Dong Liu +1
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.
Emanuele Rossi, Emanuele Rodolà
Apr 21, 2026cs.SD

Environmental Sound Deepfake Detection Using Deep-Learning Framework

In this paper, we propose a deep-learning framework for Environmental Sound Deepfake Detection (ESDD) - the task of identifying whether the sound scene and sound event in an input audio recording is fake or real. To this end, we first conduct extensive experiments to explore how individual spectrograms, a wide range of network architectures, and pre-trained models affect the performance of an ESDD model. The experimental results on the benchmark datasets of EnvSDD indicate that detecting deepfake audio of sound scenes and detecting deepfake audio of sound events should be considered as individual tasks. We also show that fine-tuning a pre-trained model is more effective than training a model from scratch for ESDD. Ultimately, our best model, which fine-tunes the pre-trained BEATs model using the proposed two-phase training strategy, achieves an Accuracy of 0.98, F1 score of 0.95, and AUC score of 0.99 on the Test subset of the EnvSDD dataset. Our best model also achieves an Accuracy of 0.86, F1 score of 0.80, and AUC of 0.93 when evaluated cross-dataset on the ESD-Challenge-TestSet dataset.
Khoi Vu, Dat Tran, Khanh Do +8
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
Kunlin Wu, Yanning Wang, Haofeng Tan +6
Dec 31, 2025cs.CV

EchoFoley: Event-Centric Hierarchical Control for Video Grounded Creative Sound Generation

Sound effects build an essential layer of multimodal storytelling, shaping the emotional atmosphere and the narrative semantics of videos. Despite recent advancement in video-text-to-audio (VT2A), the current formulation faces three key limitations: First, an imbalance between visual and textual conditioning that leads to visual dominance; Second, the absence of a concrete definition for fine-grained controllable generation; Third, weak instruction understanding and following, as existing datasets rely on brief categorical tags. To address these limitations, we introduce EchoFoley, a new task designed for video-grounded sound generation with both event level local control and hierarchical semantic control. Our symbolic representation for sounding events specifies when, what, and how each sound is produced within a video or instruction, enabling fine-grained controls like sound generation, insertion, and editing. To support this task, we construct EchoFoley-6k, a large-scale, expert-curated benchmark containing over 6,000 video-instruction-annotation triplets. Building upon this foundation, we propose EchoVidia a sounding-event-centric agentic generation framework with slow-fast thinking strategy. Experiments show that EchoVidia surpasses recent VT2A models by 40.7% in controllability and 12.5% in perceptual quality.
Bingxuan Li, Yiming Cui, Yicheng He +4
Aug 11, 2025cs.MM

VGGSounder: Audio-Visual Evaluations for Foundation Models

The emergence of audio-visual foundation models underscores the importance of reliably assessing their multi-modal understanding. The VGGSound dataset is commonly used as a benchmark for evaluation audio-visual classification. However, our analysis identifies several limitations of VGGSound, including incomplete labelling, partially overlapping classes, and misaligned modalities. These lead to distorted evaluations of auditory and visual capabilities. To address these limitations, we introduce VGGSounder, a comprehensively re-annotated, multi-label test set that extends VGGSound and is specifically designed to evaluate audio-visual foundation models. VGGSounder features detailed modality annotations, enabling precise analyses of modality-specific performance. Furthermore, we reveal model limitations by analysing performance degradation when adding another input modality with our new modality confusion metric.
Daniil Zverev, Thaddäus Wiedemer, Ameya Prabhu +3