Download On the Challenges of Embedded Real-Time Music Information Retrieval Real-time applications of Music Information Retrieval (MIR) have been gaining interest as of recently. However, as deep learning becomes more and more ubiquitous for music analysis tasks, several challenges and limitations need to be overcome to deliver accurate and quick real-time MIR systems. In addition, modern embedded computers offer great potential for compact systems that use MIR algorithms, such as digital musical instruments. However, embedded computing hardware is generally resource constrained, posing additional limitations. In this paper, we identify and discuss the challenges and limitations of embedded real-time MIR. Furthermore, we discuss potential solutions to these challenges, and demonstrate their validity by presenting an embedded real-time classifier of expressive acoustic guitar techniques. The classifier achieved 99.2% accuracy in distinguishing pitched and percussive techniques and a 99.1% average accuracy in distinguishing four distinct percussive techniques with a fifth class for pitched sounds. The full classification task is a considerably more complex learning problem, with our preliminary results reaching only 56.5% accuracy. The results were produced with an average latency of 30.7 ms.
Download Antialiased Black-Box Modeling of Audio Distortion Circuits Using Real Linear Recurrent Units In this paper, we propose the use of real-valued Linear Recurrent
Units (LRUs) for black-box modeling of audio circuits. A network architecture composed of real LRU blocks interleaved with
nonlinear processing stages is proposed.
Two case studies are
presented, a second-order diode clipper and an overdrive distortion pedal. Furthermore, we show how to integrate the antiderivative antialiaisng technique into the proposed method, effectively
lowering oversampling requirements. Our experiments show that
the proposed method generates models that accurately capture the
nonlinear dynamics of the examined devices and are highly efficient, which makes them suitable for real-time operation inside
Digital Audio Workstations.
Download End-to-end equalization with convolutional neural networks This work aims to implement a novel deep learning architecture to perform audio processing in the context of matched equalization. Most existing methods for automatic and matched equalization show effective performance and their goal is to find a respective transfer function given a frequency response. Nevertheless, these procedures require a prior knowledge of the type of filters to be modeled. In addition, fixed filter bank architectures are required in automatic mixing contexts. Based on end-to-end convolutional neural networks, we introduce a general purpose architecture for equalization matching. Thus, by using an end-toend learning approach, the model approximates the equalization target as a content-based transformation without directly finding the transfer function. The network learns how to process the audio directly in order to match the equalized target audio. We train the network through unsupervised and supervised learning procedures. We analyze what the model is actually learning and how the given task is accomplished. We show the model performing matched equalization for shelving, peaking, lowpass and highpass IIR and FIR equalizers.
Download One-to-Many Conversion for Percussive Samples A filtering algorithm for generating subtle random variations in
sampled sounds is proposed. Using only one recording for impact
sound effects or drum machine sounds results in unrealistic repetitiveness during consecutive playback. This paper studies spectral
variations in repeated knocking sounds and in three drum sounds:
a hihat, a snare, and a tomtom. The proposed method uses a short
pseudo-random velvet-noise filter and a low-shelf filter to produce
timbral variations targeted at appropriate spectral regions, yielding potentially an endless number of new realistic versions of a
single percussive sampled sound.
The realism of the resulting
processed sounds is studied in a listening test. The results show
that the sound quality obtained with the proposed algorithm is at
least as good as that of a previous method while using 77% fewer
computational operations. The algorithm is widely applicable to
computer-generated music and game audio.
Download Unsupervised Estimation of Nonlinear Audio Effects: Comparing Diffusion-Based and Adversarial Approaches Accurately estimating nonlinear audio effects without access to
paired input-output signals remains a challenging problem. This
work studies unsupervised probabilistic approaches for solving this
task. We introduce a method, novel for this application, based
on diffusion generative models for blind system identification, enabling the estimation of unknown nonlinear effects using blackand gray-box models. This study compares this method with a
previously proposed adversarial approach, analyzing the performance of both methods under different parameterizations of the
effect operator and varying lengths of available effected recordings. Through experiments on guitar distortion effects, we show
that the diffusion-based approach provides more stable results and
is less sensitive to data availability, while the adversarial approach
is superior at estimating more pronounced distortion effects. Our
findings contribute to the robust unsupervised blind estimation of
audio effects, demonstrating the potential of diffusion models for
system identification in music technology.
Download Simulation-based Inference Plate Reverberation Inverse Problems We address Task A of the 1st DAFx Parameter Estimation Challenge, which aims to retrieve the physical parameters of a plate model from an impulse response. To do so, we use the Simulation-Based Inference (SBI) framework, in which we train a neural network to estimate a density over plate parameters given an impulse response, using a dataset generated by the simulator. Inference for a new impulse response then requires only a forward pass through the network, without involving the simulator. For each test observation, we fine-tune a specific network: additional simulation rounds are performed by sampling parameters from the current estimated distribution, simulating the corresponding impulse responses, and fine-tuning to produce the specialized network.
Download Inference-Time Structured Pruning for Real-Time Neural Network Audio Effects Structured pruning is a technique for reducing the computational
load and memory footprint of neural networks by removing structured subsets of parameters according to a predefined schedule
or ranking criterion.
This paper investigates the application of
structured pruning to real-time neural network audio effects, focusing on both feedforward networks and recurrent architectures.
We evaluate multiple pruning strategies at inference time, without retraining, and analyze their effects on model performance. To
quantify the trade-off between parameter count and audio fidelity,
we construct a theoretical model of the approximation error as a
function of network architecture and pruning level. The resulting bounds establish a principled relationship between pruninginduced sparsity and functional error, enabling informed deployment of neural audio effects in constrained real-time environments.
Download Deep Regularized RNNs for Virtual Analog Virtual analog (VA) modeling methods seek to emulate analog audio hardware using digital signal processing (DSP). Modeling approaches fall into three broad categories: white-box methods, which use detailed device knowledge for accurate simulation; gray-box methods that use generic DSP blocks to model the system; and black-box methods, which rely solely on opaque models learned from input–output data. A category of architectures used widely in black-box modeling are recurrent neural networks (RNNs). To model device controls, the control values can be provided as conditioning input to the network. However, when the conditioning is time-varied, the models are susceptible to producing noise artifacts. Regularization of the RNN dynamics significantly reduces these artifacts, though at a loss in modeling accuracy. This paper closes the dynamics regularization quality gap by introducing deep control-conditioned LSTMs and a gammatone filterbank (GFB) loss. Experiments indicate that the proposed method achieves comparable modeling performance as unregularized baselines while avoiding the noise artifacts caused by time-varying control inputs.
Download Diet Deep Generative Audio Models With Structured Lottery Deep learning models have provided extremely successful solutions in most audio application fields. However, the high accuracy
of these models comes at the expense of a tremendous computation cost. This aspect is almost always overlooked in evaluating the
quality of proposed models. However, models should not be evaluated without taking into account their complexity. This aspect
is especially critical in audio applications, which heavily relies on
specialized embedded hardware with real-time constraints.
In this paper, we build on recent observations that deep models are highly overparameterized, by studying the lottery ticket hypothesis on deep generative audio models. This hypothesis states
that extremely efficient small sub-networks exist in deep models
and would provide higher accuracy than larger models if trained in
isolation. However, lottery tickets are found by relying on unstructured masking, which means that resulting models do not provide
any gain in either disk size or inference time. Instead, we develop
here a method aimed at performing structured trimming. We show
that this requires to rely on global selection and introduce a specific criterion based on mutual information.
First, we confirm the surprising result that smaller models provide higher accuracy than their large counterparts. We further
show that we can remove up to 95% of the model weights without significant degradation in accuracy. Hence, we can obtain very
light models for generative audio across popular methods such as
Wavenet, SING or DDSP, that are up to 100 times smaller with
commensurate accuracy. We study the theoretical bounds for embedding these models on Raspberry Pi and Arduino, and show that
we can obtain generative models on CPU with equivalent quality
as large GPU models. Finally, we discuss the possibility of implementing deep generative audio models on embedded platforms.
Download Amp-Space: A Large-Scale Dataset for Fine-Grained Timbre Transformation We release Amp-Space, a large-scale dataset of paired audio
samples: a source audio signal, and an output signal, the result of
a timbre transformation. The types of transformations we study
are from blackbox musical tools (amplifiers, stompboxes, studio
effects) traditionally used to shape the sound of guitar, bass, or
synthesizer sounds. For each sample of transformed audio, the
set of parameters used to create it are given. Samples are from
both real and simulated devices, the latter allowing for orders of
magnitude greater data than found in comparable datasets. We
demonstrate potential use cases of this data by (a) pre-training a
conditional WaveNet model on synthetic data and show that it reduces the number of samples necessary to digitally reproduce a
real musical device, and (b) training a variational autoencoder to
shape a continuous space of timbre transformations for creating
new sounds through interpolation.