Text-to-Audio Generation

Momentum

2 papers in the last four weeks, down 33% on the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 36

Sep 30, 2026cs.SD

PLACE: Positional Latent Adaptation via Conditioned Embeddings for Binaural Audio Generation

We present PLACE, a method that extends the pretrained any-to-audio model AudioX for binaural generation from arbitrary combinations of text, video, and optional audio prompts. PLACE augments video conditioning with Perception Encoder Core features, aligns text and video representations to derive spatial cues, and applies a conditioning-dependent low-rank transformation to the generated latent. The adapter is supervised via decoded-audio interaural level and time difference objectives. Trained on MRSAudio, PLACE improves most metrics over ViSAGe on FAIR-Play and achieves an improved SpatialCLAP score over SpatialSonic on the BEWO-1M Single Static test split. Listener evaluations favor PLACE for video-to-audio and out-of-distribution text-to-audio generation, demonstrating flexible multimodal control and improved spatial consistency.
Sep 23, 2026eess.AS

UNITE-AUDIO: Joint Learning of Continuous Tokenization and Latent Flow Matching for Text-to-Audio Generation

Text-to-audio (TTA) generation aims to synthesize realistic audio that faithfully reflects natural-language descriptions. Most TTA systems adopt a two-stage latent paradigm: an audio tokenizer is optimized for reconstruction and then frozen, after which a generative model is trained in the resulting latent space. However, reconstruction-oriented representations may be suboptimal for generation, motivating joint representation and generative learning. To this end, we introduce Unite-Audio, to our knowledge, is the first to jointly learn continuous audio representations and latent flow matching for TTA. By coupling reconstruction with self-supervised generative prediction, Unite-Audio allows the generative objective to directly shape the latent space rather than treating it as a fixed intermediate representation. We further employ Flow-GRPO post-training to improve text-conditioned generation. Experiments show competitive TTA performance with a compact latent flow model, while ablation studies confirm the benefit of jointly learning the audio representation and generative model. Audio samples are available at https://runwushi.github.io/Unite-Audio.
Aug 13, 2026cs.SD

VoxAudio: Vocalized Audio Synthesis via Multi-Reward Autoregressive Flow Matching

Vocalized audio synthesis, the task of generating audio in which intelligible speech is embedded within an environmental soundscape, underpins applications such as podcast production and video dubbing. Existing Text-to-Audio (T2A) systems either reduce quoted speech to unintelligible vocal murmur or delegate it to a separate TTS model with post-hoc mixing, which forfeits control over when speech occurs and how it interacts with the scene. We present VoxAudio, a causal autoregressive flow matching model that addresses this problem from three complementary aspects. At the architecture level, chunk-wise causal factorization with independent per-chunk noise levels lets audio be emitted through sliding-window streaming inference with KV caching at variable target durations; to enable inference at arbitrary chunk granularities, we further pretrain the model with randomized chunk boundaries. At the preference level, multi-reward Negative-aware FineTuning (NFT) jointly optimizes semantic fidelity, linguistic accuracy, aesthetic quality, and temporal grounding At the data level, to supply the missing supervision for vocal content, we build VoxCorpus, a large-scale corpus whose captions quote the verbatim transcript of embedded speech with time intervals, and VoxBench, an interval-annotated benchmark with a temporal-grounding metric. Experiments on four benchmarks spanning general audio, speech, and unified vocalized audio validate the effectiveness and efficiency of VoxAudio. Our code and demos are available at https://voxaudio.github.io.
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/.
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.
Aug 5, 2026cs.SD

AudioScape-TTA: A Structured Soundscape Benchmark for Fine-Grained Text-to-Audio Evaluation

Text-to-audio (TTA) generation has recently achieved remarkable progress in synthesizing realistic audio from natural language descriptions. However, determining whether generated audio faithfully satisfies complex textual instructions remains challenging. Existing benchmarks mainly rely on global similarity metrics, providing limited insight into fine-grained semantic failures. To address this limitation, we introduce \textbf{AudioScape-TTA}, a structured and complexity-aware benchmark for fine-grained TTA evaluation. AudioScape-TTA represents realistic soundscapes through modality-aware semantic structures and characterizes generation complexity using event density and structural complexity. Based on these annotations, we propose a rubric-based audio-grounded evaluation framework that verifies event realization, acoustic attributes, and speech content through fine-grained semantic criteria. The benchmark contains 2,258 audio-text pairs with 25,707 binary QA rubrics, enabling scalable and interpretable analysis of TTA systems. Experiments on 13 representative open-source TTA models reveal persistent limitations in fine-grained attribute control, speech-content preservation, and compositional soundscape generation. Human validation further demonstrates that our rubric-based evaluation achieves stronger alignment with human semantic judgments than conventional global similarity metrics.
Aug 4, 2026cs.SD

AI-Based Sound Effect Generation: A Narrative Review of Generative Models Across Input Modalities

Sound effects play a crucial role in conveying actions, events, and environmental cues across digital applications, often requiring a high degree of variation and contextual adaptability. Artificial intelligence (AI)-driven audio generative models are rapidly growing in popularity and have the potential to transform the way sound is synthesized and used across various applications. In response to this growing momentum, this chapter reviews and analyzes recent AI-based generative models for sound effect synthesis, with a focus on how different input modalities (text, visual, audio, and multimodal) affect the quality, controllability, and contextual relevance of the generated audio. It examines 30 peer-reviewed articles sourced from Google Scholar, IEEE Xplore, and the ACM Digital Library, exploring the evolution of AI generative models over the past five years. The results show that multiple models achieved state-of-the-art performance, producing high-fidelity, semantically aligned, and increasingly temporally coherent sound effects across tasks. However, despite these advances, the review identifies persistent challenges, including limitations in temporal synchronization for complex multi-event scenarios, gaps between objective metrics and human perception, and trade-offs between controllability and generative diversity. Overall, the chapter highlights that AI-driven sound effect generation is progressing toward more adaptive, scalable, and context-aware systems, offering significant implications for future sound design workflows and interactive media applications.
Aug 3, 2026eess.AS

SwanTale: Unified Multi-Speaker Speech and Audio Generation for Instruct and Zero-Shot Tasks

Speech and audio generation is often needed in animation dubbing, audio drama, movies, advertising, games, podcasts, and short-video production. In these scenarios, creators may need to design voices without reference recordings, control speaker styles with natural language, support acoustic scenes with environments and audio effects, and later reuse the designed voices. Therefore, it is important to support multi-speaker speech and audio generation for both instruct and zero-shot tasks. The instruct task requires a caption of the environment, speaker styles, and fine-grained content, while the zero-shot task uses reference audio together with the same fine-grained content. We address these tasks from both the data and model sides. First, we propose SwanData-Caption, which cleans raw speech and audio data, adds targeted synthetic coverage, and annotates diverse and accurate multi-level captions. Then, we propose SwanTale, a multi-speaker expressive speech and audio generation model that supports both zero-shot and instruct tasks. We introduce SwanVAE to support high-quality multi-audio-modality generation. Then, we adopt reward-conditioned quality control and Engram conditioning, along with Unified MoE for multi-task and multi-audio-modality modeling. In addition, we use curriculum learning and GRPO post-training to let the model progressively learn and strengthen its capabilities. Experimental results show that SwanTale leads on multiple key zero-shot and instruct metrics, achieves the best expressiveness scores in both tasks, and supports complex instruct generation involving multi-speaker speech and audio. Demos can be found at https://swanaigc.github.io/#swantale.
Jul 15, 2026eess.AS

Improving Text-to-Audio Instruction Following via Fine-Grained Feedback from Audio-Aware Large Language Models

Recent text-to-audio models generate high-quality audio, but often fail to follow instructions involving multiple sound events and temporal order. This gap arises because existing evaluation and training signals mainly emphasize global similarity or perceptual quality, with limited supervision on instruction-level correctness. We propose an instruction-level framework that uses audio-aware large language models (ALLMs) as fine-grained judges to verify target event presence and temporal relations in generated audio. After validating ALLM judgments on benchmarks and through human verification, we use their feedback to construct preference pairs for direct preference optimization. We further introduce S3Bench, a narrative benchmark for evaluating multi-event temporal instruction following. Experiments show that our method improves event completeness, temporal ordering, and joint instruction-following accuracy across existing benchmarks and S3Bench, while maintaining audio quality.
Jul 14, 2026eess.AS

Efficient Text-to-Audio Generation via Pruning

Diffusion-based text-to-audio generative models such as AudioLDM achieve high perceptual quality and strong semantic consistency; however, their practical deployment is hindered by the substantial computational cost of the U-Net denoising backbone. In this work, we apply model pruning to improve the computational efficiency of AudioLDM, a U-Net-based text-conditioned audio latent diffusion model. We analyse parameter redundancy across U-Net convolutional blocks and evaluate a filter-pruning strategy. Pruning is guided by norm-based criteria and followed by lightweight finetuning to recover performance losses. Experimental results demonstrate that up to 83% of the parameters and 39% of the multiply-accumulate operations of U-Net have been reduced while maintaining, and in some cases improving, generation quality compared to the baseline unpruned network. We find that pruning affects AudioLDM's ability to generate certain sound events including safety-critical sounds such as gunshots, sirens, and explosions, as well as mechanical sounds such as drills and sewing machines, and other sounds such as sprays and tick-tocks, which are mostly recovered by lightweight finetuning of the pruned model.
Jul 13, 2026cs.LG

BackgroundMellow: A Multi-Modal Cohesive Framework for Narrative-Driven Rich Cinematic Soundscape Generation

Generating immersive, synchronized and cinematic audio for long-form textual narratives remains a significant challenge in multi-modal AI. While current Text-to-Audio (TTA) frameworks successfully synthesize isolated sound effects, they struggle with narrative cohesion, temporal alignment, and cinematic emotional depth. We present BackgroundMellow, a framework that treats story-to-audio generation as a precise orchestration and signal processing problem. This framework is enabled without ground-truth through a master-specialist agent architecture that decomposes text into precise and multi-layered audio cues, generates each category of sounds with suitable specialist model, and superimposes the soundscapes to create a unified and aligned audio segment. Our pipeline is built over Tango2 latent diffusion model for environmental synthesis alongside a novel Cinematic BGM Retriever mined from professional soundtracks. To automate the sound mixing process, we use an NLP based module that predicts precise audio parameters, like start time, duration, and relative loudness, based on the narrative timeline. We further empirically evaluate and show the efficacy of the proposed framework leveraging nearest-neighbor retrieval against a curated dataset of YouTube cinematic trailers to measure temporal synchronization, coverage, and spectral richness.
Jul 11, 2026eess.AS

FdAudio: MeanFlow-Anchored Fréchet-Distance Post-Training for One-Step Text-to-Audio Generation

While recent few-step sampling text-to-audio generation models like MeanAudio substantially accelerate generation by modeling average velocities, their strict one-step generation quality still lags significantly behind multi-step counterparts. We propose FdAudio to bridge this gap. Unlike MeanAudio, which relies solely on regression against target velocity fields, our post-training approach optimizes the final one-step distribution directly across pre-trained embedding spaces via a multi-representation Fréchet-distance (FD) loss. Crucially, to prevent the multi-step degradation that naive post-training with FD-loss causes, we introduce a MeanFlow consistency objective as a structural anchor. Results demonstrate that FdAudio establishes state-of-the-art one-step T2A generation quality among few-step systems, yielding an 11.4% reduction in FD score and a 28.8% improvement in FAD score relative to the baseline MeanAudio framework. Notably, we solve FD post-training's naive multi-step degradation issue by proposing the MeanFlow anchor, enabling a 25-step sampling path to maintain high-fidelity audio synthesis that matches or surpasses strong multi-step models at a fraction of their computational latency.
Jul 9, 2026cs.SD

A Quantized Native Runtime for On-Device Semantic Audio Generation

Semantic audio applications increasingly require controllable generation on commodity and embedded hardware rather than through framework-heavy datacenter stacks. We present \textit{aria}, a dependency-free native runtime that runs the complete text-to-music pipeline of Stable Audio3 (SA3) on ordinary GPUs, CPU-only machines, and a RaspberryPi~5, with no Python or deep-learning framework underneath. Our main contribution is a study of quantization: running the model at lower numerical precision to fit tight memory budgets, saving memory in place rather than adding to it. Because the runtime owns every internal tensor, it also exposes activation steering, a low-cost way to steer what the model generates. We judge the quality cost with three independent measures of the output (prompt adherence, overall audio quality, taste preservation), each compared against the ordinary variation between random seeds. Eight-bit precision shows no measurable quality loss on any measure while sharply cutting memory, and it is the fastest mode on the GPU; four-bit adds a small, bounded cost but shrinks the footprint enough to run the 1.21.2-billion-parameter model on an 88,GB Pi. Against the official implementation, aria matches or exceeds generation speed and starts about seven times faster. A case study of the steering interface generates music carrying taste associations (\emph{sonic seasoning}), with genuine but bounded control for a subset of attributes. These results make a compact, quantized runtime with built-in control a practical basis for on-device semantic audio in Internet-of-Sounds settings. The \textit{aria} runtime is released at https://github.com/matteospanio/aria.
Jun 30, 2026cs.SD

SwiftAudio: Data-Efficient Caption-Only Distillation for One-Step Text-to-Audio Diffusion-based Generation

Diffusion-based text-to-audio (TTA) models achieve impressive synthesis quality but suffer from high inference latency due to iterative multi-step denoising. Existing one-step approaches alleviate this issue but still rely on paired text--audio data during distillation. To address these limitations, we propose SwiftAudio, a one-step TTA framework that performs audio-free distillation from a pretrained diffusion teacher using only text captions. Specifically, we adapt Variational Score Distillation (VSD) to the audio domain and introduce a temporal smoothness regularization objective to encourage coherent latent audio representations. This design enables the student model to inherit the teacher's generative prior without requiring paired audio supervision and allows effective training with only approximately 45K captions. Experiments on AudioCaps and Clotho demonstrate that SwiftAudio achieves state-of-the-art performance among strict one-step methods and substantially narrows the gap to multi-step diffusion systems. Project page: https://swiftaudio.org/
Jun 22, 2026eess.AS

AudioCALM: Continuous Autoregressive Language Modeling for Universal Audio Generation

Unifying speech, sound, and music generation in one model is hindered by tradeoffs between fidelity, end-to-end training, in-context conditioning, and variable-length synthesis that no current paradigm fully resolves. To address this challenge, we present AudioCALM, a universal audio generation framework that extends autoregressive (AR) next-token prediction from discrete tokens to continuous audio latents: a thin flow-matching head replaces the softmax to predict rectified-flow velocities at each position, and a block-causal AR-Flow attention pattern produces arbitrary-length output. Joint training of multiple audio generation tasks faces an asymmetric text--audio mismatch: speech transcripts align to specific time spans and demand tight, time-aligned attention, whereas sound and music captions describe only overall semantics and rely on diffuse, holistic attention; mixing the two disproportionately degrades sound and music generation. We address this asymmetry at two levels: a data reformulation strategy that unifies all three tasks under a single description-style conditioning interface, and a novel architecture Asymmetric Mixture-of-Modality-Experts (A-MoME), which adds a dedicated residual expert for speech while sound and music share the backbone, incurring no inference overhead on non-speech inputs. Experimental results demonstrate that AudioCALM matches modality-specific state-of-the-art and outperforms prior unified baselines on speech, sound, and music generation benchmarks.
Jun 22, 2026eess.AS

STAR-VAE: Structured Topology-Aware Regularization for Audio Reconstruction and Generation

Continuous Variational Autoencoders (VAEs) serve as the fundamental continuous tokenizer for modern neural audio generation systems, enabling high-fidelity reconstruction while providing a compact, smooth latent space for downstream generative priors. However, continuous VAEs face a fundamental conflict among compression rate, reconstruction fidelity, and latent space topology, which we formalize as the Rate-Distortion-Regularity Trilemma. This trilemma stems from a topological mismatch: the isotropic Gaussian prior in standard VAEs imposes a flat latent geometry that fails to accommodate audio's hierarchical nature, where low-frequency components are structured and compressible while high-frequency components are stochastic and incompressible, leading to disordered information packing in which crucial semantic features are interleaved with high-entropy noise. To address this challenge, we propose Structured Topology-Aware Regularization (STAR), a general training strategy that reshapes latent space geometry by imposing a growth-based constraint field, routing structural and textural information into channel subspaces with matching capacities. STAR is applicable to any VAE architecture and effectively resolves the trilemma, as demonstrated in CNN-based VAEs. We further present STAR-VAE, which combines STAR with a hybrid CNN-Mamba architecture for local feature extraction and linear-complexity global context modeling, and STAR-Gen, an LLM-based Flow Matching framework that leverages STAR-VAE's structured latent space for high-fidelity generation without vector quantization artifacts. Experiments across diverse audio domains show that STAR-VAE achieves state-of-the-art reconstruction fidelity and enhanced semantic information preservation, while the structured latent space improves both traditional diffusion models and STAR-Gen for text-to-audio generation.
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.
Jun 16, 2026eess.AS

ELSA: Acoustic Event-Level Semantic Alignment for Fine-Grained Reference-Free Text-to-Audio Evaluation

Text-to-audio (TTA) generation, synthesizing audio from natural language, has been widely studied for its ability to capture precise user intent. To effectively advance TTA models, it is essential to reliably evaluate generated audio without relying on costly human subjective ratings, motivating the development of automatic evaluation metrics that correlate well with human judgments. While recent CLAP-based metrics provide practical reference-free solutions, their coarse-grained text-audio similarity matching often correlates poorly with human ratings. To address this, we propose ELSA, a reference-free evaluation metric for fine-grained text-audio alignment. ELSA decomposes generated audio guided by distinct acoustic events derived from the text query and assesses event-level alignment. Experiments across four TTA benchmarks show that ELSA reveals a higher correlation with human subjective ratings than prior metrics, highlighting its effectiveness for reliable TTA evaluation.
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.
Jun 10, 2026cs.SD

AudioX-Turbo: A Unified Framework for Efficient Anything-to-Audio Generation

Audio and music generation based on flexible multimodal control signals is a widely applicable topic, with the following key challenges: 1) a unified multimodal modeling framework, 2) large-scale, high-quality training data, and 3) the prohibitive inference cost of multi-step diffusion sampling. As such, we propose AudioX-Turbo, a unified and efficient framework for anything-to-audio generation that integrates varied multimodal conditions (i.e., text, video, and audio signals) in this work. AudioX-Turbo follows a teacher-student paradigm. The teacher AudioX-Base is built on a Multimodal Diffusion Transformer with a Multimodal Adaptive Fusion module that aligns diverse multimodal inputs for high-fidelity synthesis, and is then distilled into the few-step student AudioX-Turbo via Distribution Matching Distillation adapted to flow matching, complemented by a diffusion-based discriminator for high-quality few-step generation. To support the training of AudioX-Turbo, we construct a large-scale, high-quality dataset, IF-caps-Pro, comprising approximately 9.2M samples curated through a two-stage data collection and annotation pipeline. We benchmark AudioX-Turbo across a wide range of tasks, finding that our model achieves superior performance, especially on text-to-audio and text-to-music generation, while operating at only 4 sampling steps and requiring approximately 25x fewer function evaluations (NFE) than multi-step baselines. These results demonstrate that our method is capable of audio generation under flexible multimodal control, showing efficient and powerful instruction-following capabilities. The code and datasets will be available at https://zeyuet.github.io/AudioX-Turbo/.
Jun 5, 2026cs.SD

Audio-Oscar: A Multi-Agent System for Complex Audio Scene Generation, Orchestration, and Refinement

In recent years, audio generation has made significant progress in tasks such as text-to-speech (TTS), text-to-audio (TTA) and text-to-music (TTM). However, generating long-form and controllable audio from complex audio scene descriptions remains a significant challenge, as such scenes often require coordinated speech, sound effects, music, songs, temporal structure, and post-production. In this work, we introduce \textbf{Audio-Oscar}, a multi-agent framework for generating audio from complex descriptions. Audio-Oscar coordinates a set of specialist agents, each responsible for a different aspect of the audio scene, including character modeling and voice design, speech generation, fine-grained timeline planning, model selection, non-speech generation, and audio post-production. Audio-Oscar further incorporates feedback-driven refinement. In addition, to address the lack of suitable benchmarks for evaluating audio generation from complex audio scene descriptions, we construct \textbf{ASG-Bench}, an Audio Scene Generation Benchmark containing both scene descriptions paired with reference audio and text-only scene descriptions. Each scene is annotated with target audio events and temporal statements to evaluate whether the generated audio faithfully realizes the required scene content and temporal structure. Experimental results show that Audio-Oscar can effectively generate audio that matches complex scene descriptions. Project samples are available at https://audiooscar.github.io/. Our code is available at https://github.com/ziye26/Audio-Oscar.
May 29, 2026eess.AS

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

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

Towards Streaming Synchronized Spatial Audio Generation via Autoregressive Diffusion Transformer

Real-time and accurate spatial audio generation is pivotal for delivering an immersive experience. However, existing spatial audio synthesis technologies are often encumbered by a tradeoff between generation quality and high inference latency, as well as difficulty in capturing precise spatial information from multimodal inputs. To address these challenges, we propose SwanSphere, a unified streaming framework for high-fidelity spatial audio generation from panoramic videos and text prompts. SwanSphere mainly makes the following contributions: 1) We introduce a causal autoregressive diffusion transformer architecture that enables streaming high-quality spatial audio generation. 2) We design a Spatial Video-Audio Contrastive (SVAC) learning strategy to align the video encoder with the acoustic domain, and further employ a multi-objective online direct preference optimization (ODPO) scheme, resulting in strong spatial perception and robust multimodal spatial audio synthesis. 3) To alleviate the current scarcity of spatial audio datasets, we also develop an automated annotation pipeline for generating detailed spatial captions. Experimental results demonstrate that SwanSphere achieves superior performance in both video-to-spatial and text-to-spatial audio generation tasks. Demos can be found at: https://swanaigc.github.io.
May 27, 2026cs.SD

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

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

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

Audio generation has long been fragmented, with speech, music, and sound effects produced by domain-specific models that fail to jointly generate coherent audio scenes from a single description. The key obstacles are insufficient fine-grained supervision for real-world mixed audio and limited acoustic representations for modeling concurrent audio components. We present Dasheng AudioGen, a unified framework for generating general mixed-audio scenes from text. Dasheng AudioGen introduces structured multi-view captions, which explicitly decouple complex acoustic scenes into complementary description views, thereby enabling fine-grained control over audio layers. Furthermore, we employ a high-dimensional unified semantic-acoustic representation as the shared latent space. It injects semantic priors that facilitate cross-modal training convergence, while its high-dimensional feature space provides sufficient capacity to disentangle and fuse concurrent audio components effectively. With these designs, a simple flow-matching DiT achieves high-quality end-to-end audio scene generation. We also establish a comprehensive evaluation pipeline for audio scene generation. Experiments demonstrate that Dasheng AudioGen achieves performance approaching real-world recordings in mixed-audio categories, while remaining competitive with specialized models in single-type generation tasks. Demos are available at https://nieeim.github.io/Dasheng-AudioGen-Web/.
May 18, 2026cs.SD

WavFlow: Audio Generation in Waveform Space

Modern audio generation predominantly relies on latent-space compression, introducing additional complexity and potential information loss. In this work, we challenge this paradigm with WavFlow, a framework that generates high-fidelity audio directly in raw waveform space without intermediate representations. To overcome the inherent difficulties of modeling high-dimensional and low-energy signals, we reshape audio into 2D token grids through waveform patchify and introduce amplitude lifting to align signal scales, enabling stable optimization via direct x-prediction in flow matching. To capture complex semantic alignment and temporal synchronization, we leverage an automated data pipeline to curate 5 million high-quality video-text-audio triplets, allowing the model to learn fine-grained acoustic patterns from scratch. Experimental results show that WavFlow achieves competitive performance on the video-to-audio benchmark VGGSound (FD_PaSST: 59.98, IS_PANNs: 17.40, DeSync: 0.44) and the text-to-audio benchmark AudioCaps (FD_PANNs: 10.63, IS_PANNs: 12.62), matching or exceeding the performance of established latent-based methods. Our work demonstrates that intermediate compression is not a prerequisite for high-quality synthesis, offering a simpler and more scalable alternative for multimodal audio generation.
May 18, 2026cs.SD

Stable Audio 3

Stable Audio 3 is a family of fast latent diffusion models (small, medium, large) for variable-length audio generation and editing. Since our models can generate several minutes of audio, variable-length generations are key to avoid the cost of producing full-length generations for short sounds. We also support inpainting, enabling targeted audio editing and the continuation of short recordings. Our latent diffusion models operate on top of a novel semantic-acoustic autoencoder that projects audio into a compact latent space, enabling efficient diffusion-based generation while preserving audio fidelity and encouraging semantic structure in the latent. Finally, we run adversarial post-training to both accelerate inference and improve generation quality, reducing the number of inference steps while improving fidelity and prompt adherence. Stable Audio 3 models are trained on licensed and Creative Commons data to generate music and sounds in less than a 2s on an H200 GPU and less than a few seconds on a MacBook Pro M4. We release the weights of small and medium, that can run on consumer-grade hardware, together with their training and inference pipeline.
May 18, 2026cs.MM

CounterFlow: A Two-Phase Inference-Time Sampling for Counterfactual Video Foley Generation

We investigate Counterfactual Video Foley Generation, which aims to adopt a sound-source identity that contradicts the visual evidence while remaining temporally synchronized to a silent video. Existing Video&Text-to-Audio (VT2A) models struggle with this, often remaining anchored to the visually implied sound source when video and text contents disagree. We present ConterFlow, an inference-time dual-phase sampling scheme for pretrained flow-matching VT2A models. Phase 1 builds a video-derived temporal structure while suppressing the visually implied source; Phase 2 drops video conditioning to focus entirely on shaping audio timbre toward the target prompt. ConterFlow substantially improves counterfactual Video Foley generation compared to naive negative prompting and state-of-the-art baselines. To evaluate replacement quality, we propose a metric leveraging a text-audio co-embedding space to measure both target-prompt evidence and residual visually implied source leakage. Video demonstrations and code are available at https://gyubin-lee.github.io/counterflow-demo/
May 16, 2026cs.SD

Taming Audio VAEs via Target-KL Regularization

Latent diffusion models have emerged as the dominant paradigm for many generation tasks including audio generation such as text-to-audio, text-to-music and text-to-speech. A key component of latent diffusion is an autoencoder (VAE) that compresses high-dimensional signals into a low frame rate continuous representation that is conducive for downstream prediction. Regularizing these VAEs is challenging, as there is a trade-off between over-regularized (poor output quality) and under-regularized (difficult to predict) latent representations. We propose a framework for studying this trade-off through compression and train Audio VAEs at specific bitrates via target-KL regularization. This allows direct comparison to well-studied discrete neural audio codec models, and the construction of rate-distortion curves for audio VAEs. We evaluate the impact of target-KL regularization on text-to-sound generation and find that sweeping compression rates is helpful in identifying the optimal generation setting.
May 6, 2026cs.SD

Stage-adaptive audio diffusion modeling

Recent progress in diffusion-based audio generation and restoration has substantially improved performance across heterogeneous conditioning regimes, including text-conditioned audio generation and audio-conditioned super-resolution. However, training audio diffusion models remains computationally expensive, and most existing pipelines still rely on static optimization recipes that treat the relative importance of training signals as fixed throughout learning. In this work, we argue that a major source of inefficiency lies in the evolving balance between semantic acquisition and generation-oriented refinement. Early training places stronger emphasis on acquiring condition-aligned semantic structure and coarse global organization, whereas later training increasingly emphasizes temporal consistency, perceptual fidelity, and fine-detail refinement. To characterize this evolving balance, we introduce a progress-based regime variable derived from the training-time slope of an SSL-space discrepancy, which measures semantic progress during training. Based on this signal, we develop three complementary stage-aware mechanisms: decayed SSL guidance for early semantic bootstrapping, self-adaptive timestep sampling driven by the regime variable, and structure-aware regularization activated from convergent grouped organization in parameter space. We evaluate these mechanisms on text-conditioned audio generation and audio-conditioned super-resolution. Across both settings, the proposed stage-aware strategies improve convergence behavior and yield gains on the primary generation and spectral reconstruction metrics over standard static baselines. These results support the view that efficient audio diffusion training can benefit from treating external guidance, internal organization, and optimization emphasis as stage-dependent components rather than fixed ingredients.