Download Unsupervised Text-to-Sound Mapping via Embedding Space Alignment
This work focuses on developing an artistic tool that performs an unsupervised mapping between text and sound, converting an input text string into a series of sounds from a given sound corpus. With the use of a pre-trained sound embedding model and a separate, pre-trained text embedding model, the goal is to find a mapping between the two feature spaces. Our approach is unsupervised which allows any sound corpus to be used with the system. The tool performs the task of text-to-sound retrieval, creating a soundfile in which each word in the text input is mapped to a single sound in the corpus, and the resulting sounds are concatenated to play sequentially. We experiment with three different mapping methods, and perform quantitative and qualitative evaluations on the outputs. Our results demonstrate the potential of unsupervised methods for creative applications in text-to-sound mapping.
Download Increasing Drum Transcription Vocabulary Using Data Synthesis
Current datasets for automatic drum transcription (ADT) are small and limited due to the tedious task of annotating onset events. While some of these datasets contain large vocabularies of percussive instrument classes (e.g. ~20 classes), many of these classes occur very infrequently in the data. This paucity of data makes it difficult to train models that support such large vocabularies. Therefore, data-driven drum transcription models often focus on a small number of percussive instrument classes (e.g. 3 classes). In this paper, we propose to support large-vocabulary drum transcription by generating a large synthetic dataset (210,000 eight second examples) of audio examples for which we have groundtruth transcriptions. Using this synthetic dataset along with existing drum transcription datasets, we train convolutional-recurrent neural networks (CRNNs) in a multi-task framework to support large-vocabulary ADT. We find that training on both the synthetic and real music drum transcription datasets together improves performance on not only large-vocabulary ADT, but also beat / downbeat detection small-vocabulary ADT.
Download Generative Latent Spaces for Neural Synthesis of Audio Textures
This paper investigates the synthesis of audio textures and the structure of generative latent spaces using Variational Autoencoders (VAEs) within two paradigms of neural audio synthesis: DSP-inspired and data-driven approaches. For each paradigm, we propose VAE-based frameworks that allow fine-grained temporal control. We introduce datasets across three categories of environmental sounds to support our investigations. We evaluate and compare the models’ reconstruction performance using objective metrics, and investigate their generative capabilities and latent space structure through latent space interpolations.
Download A Framework for Sonification of Vicon Motion Capture Data
This paper describes experiments on sonifying data obtained using the VICON motion capture system. The main goal is to build the necessary infrastructure in order to be able to map motion parameters of the human body to sound. For sonification the following three software frameworks were used: Marsyas, traditionally used for music information retrieval with audio analysis and synthesis, CHUCK, an on-the-fly real-time synthesis language, and Synthesis Toolkit (STK), a toolkit for sound synthesis that includes many physical models of instruments and sounds. An interesting possibility is the use of motion capture data to control parameters of digital audio effects. In order to experiment with the system, different types of motion data were collected. These include traditional performance on musical instruments, acting out emotions as well as data from individuals having impairments in sensor motor coordination. Rhythmic motion (i.e. walking) although complex, can be highly periodic and maps quite naturally to sound. We hope that this work will eventually assist patients in identifying and correcting problems related to motor coordination through sound.
Download Recognizing Guitar Effects and Their Parameter Settings
Guitar effects are commonly used in popular music to shape the guitar sound to fit specific genres or to create more variety within musical compositions. The sound is not only determined by the choice of the guitar effect, but also heavily depends on the parameter settings of the effect. This paper introduces a method to estimate the parameter settings of guitar effects, which makes it possible to reconstruct the effect and its settings from an audio recording of a guitar. The method utilizes audio feature extraction and shallow neural networks, which are trained on data created specifically for this task. The results show that the method is generally suited for this task with average estimation errors of ±5% − ±16% of different parameter scales and could potentially perform near the level of a human expert.
Download Realtime Multiple-Pitch and Multiple-Instrument Recognition for Music Signals Using Sparse Non-Negative Constraints
In this paper we introduce a simple and fast method for realtime recognition of multiple pitches produced by multiple musical instruments. Our proposed method is based on two important facts: (1) that timbral information of any instrument is pitch-dependant and (2) that the modulation spectrum of the same pitch seems to result into a persistent representation of the characteristics of the instrumental family. Using these basic facts, we construct a learning algorithm to obtain pitch templates of all possible notes on various instruments and then devise an online algorithm to decompose a realtime audio buffer using the learned templates. The learning and decomposition proposed here are inspired by non-negative matrix factorization methods but differ by introduction of an explicit sparsity control. Our test results show promising recognition rates for a realtime system on real music recordings. We discuss further improvements that can be made over the proposed system.
Download Analytical Features for the Classification of Percussive Sounds: The Case of the Pandeiro
There is an increasing need for automatically classifying sounds for MIR and interactive music applications. In the context of supervised classification, we describe an approach that improves the performance of the general bag-of-frame scheme without loosing its generality. This method is based on the construction and exploitation of specific audio features, called analytical, as input to classifiers. These features are better, in a sense we define precisely than standard, general features, or even than ad hoc features designed by hand for specific problems. To construct these features, our method explores a very large space of functions, by composing basic operators in syntactically correct ways. These operators are taken from the Mathematical and Audio Processing domains. Our method allows us to build a large number of these features, evaluate and select them automatically for arbitrary audio classification problems. We present here a specific study concerning the analysis of Pandeiro (Brazilian tambourine) sounds. Two problems are considered: the classification of entire sounds, for MIR applications, and the classification of attacks portions of the sound only, for interactive music applications. We evaluate precisely the gain obtained by analytical features on these two problems, in comparison with standard approaches.
Download Unsupervised Taxonomy of Sound Effects
Sound effect libraries are commonly used by sound designers in a range of industries. Taxonomies exist for the classification of sounds into groups based on subjective similarity, sound source or common environmental context. However, these taxonomies are not standardised, and no taxonomy based purely on the sonic properties of audio exists. We present a method using feature selection, unsupervised learning and hierarchical clustering to develop an unsupervised taxonomy of sound effects based entirely on the sonic properties of the audio within a sound effect library. The unsupervised taxonomy is then related back to the perceived meaning of the relevant audio features.
Download Multi-Source Extension and Hyperparameter Optimization of the DiffRIR Framework for Room Impulse Response Synthesis
Efficient prediction of Room Impulse Responses (RIRs) is a cornerstone for immersive virtual acoustics and scalable room acoustic modeling. This study extends the DiffRIR framework – proposed by Wang et al. in Hearing Anything Anywhere – by introducing a multi-source training logic and systematically optimizing its convergence behavior to overcome the inherent limitations of the original framework. Our results reveal that multi-source training acts as implicit data augmentation, where the resulting increase in spatial entropy enhances the model's spectral accuracy. Furthermore, we demonstrate that the model exhibits remarkable robustness against geometric inaccuracies, maintaining numerical stability even with source positional offsets of up to 4 m in single-source baseline evaluations. By identifying a learning rate of 3×10⁻², we were able to reduce the training duration to 23% of the original baseline without compromising prediction accuracy. While the increased complexity of multi-source fields necessitates a trade-off in temporal precision – quantified via our newly integrated Energy Decay Convergence (EDC) metric – this research provides an efficient and resilient solution for acoustic simulations in complex environments.
Download Latent Force Models for Sound: Learning Modal Synthesis Parameters and Excitation Functions from Audio Recordings
Latent force models are a Bayesian learning technique that combine physical knowledge with dimensionality reduction — sets of coupled differential equations are modelled via shared dependence on a low-dimensional latent space. Analogously, modal sound synthesis is a technique that links physical knowledge about the vibration of objects to acoustic phenomena that can be observed in data. We apply latent force modelling to sinusoidal models of audio recordings, simultaneously inferring modal synthesis parameters (stiffness and damping) and the excitation or contact force required to reproduce the behaviour of the observed vibrational modes. Exposing this latent excitation function to the user constitutes a controllable synthesis method that runs in real time and enables sound morphing through interpolation of learnt parameters.