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Bryan Pardo

Publications and source records attributed to Bryan Pardo.

At least 19 recordsLinked to original sources

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

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

cs.SD

Mix2Morph: Learning Sound Morphing from Noisy Mixes

We introduce Mix2Morph, a text-to-audio diffusion model fine-tuned to perform sound morphing without a dedicated dataset of morphs. By finetuning on noisy surrogate mixes at higher diffusion timesteps, Mix2Morph yields stable, perceptually coherent morphs that convincingly integrate qualities of both sources. We specifically target sound infusions, a practically and perceptually motivated subclass of morphing in which one sound acts as the dominant primary source, providing overall temporal and structural behavior, while a secondary sound is infused throughout, enriching its timbral and textural qualities. Objective evaluations and listening tests show that Mix2Morph outperforms prior baselines and produces high-quality sound infusions across diverse categories, representing a step toward more controllable and concept-driven tools for sound design. Sound examples are available at https://anniejchu.github.io/mix2morph .

cs.SD

WhAM: Towards A Translative Model of Sperm Whale Vocalization

Sperm whales communicate in short sequences of clicks known as codas. We present WhAM (Whale Acoustics Model), the first transformer-based model capable of generating synthetic sperm whale codas from any audio prompt. WhAM is built by finetuning VampNet, a masked acoustic token model pretrained on musical audio, using 10k coda recordings collected over the past two decades. Through iterative masked token prediction, WhAM generates high-fidelity synthetic codas that preserve key acoustic features of the source recordings. We evaluate WhAM's synthetic codas using Fr\'echet Audio Distance and through perceptual studies with expert marine biologists. On downstream classification tasks including rhythm, social unit, and vowel classification, WhAM's learned representations achieve strong performance, despite being trained for generation rather than classification. Our code is available at https://github.com/Project-CETI/wham

cs.LG

Do Joint Language-Audio Embeddings Encode Perceptual Timbre Semantics?

Understanding and modeling the relationship between language and sound are essential for applications such as music information retrieval, text-guided music generation, and audio captioning. Central to these tasks are joint language-audio embedding spaces, which map textual descriptions and auditory content into a shared representation. Although multimodal embedding models such as MS-CLAP, LAION-CLAP, MuQ-MuLan, and OpenFLAM have shown strong performance in language-audio alignment, their correspondence to human perception of timbre, a multifaceted attribute encompassing qualities such as brightness, roughness, and warmth, remains under-explored. In this paper, we evaluate these joint language-audio embedding models in terms of their ability to capture perceptual timbre semantics. Across two complementary experiments, we find that LAION-CLAP shows relatively strong and consistent alignment with human-perceived timbre semantics across both instrumental sounds and descriptor-conditioned audio effects. At the same time, the overall strength of this alignment remains limited, suggesting that current joint language-audio embeddings capture perceptual timbre semantics only partially. We also observe that, overall, reverb-induced timbre semantics are more consistently encoded than equalization-induced timbre semantics.

cs.SD

Ethics Statements in AI Music Papers: The Effective and the Ineffective

While research in AI methods for music generation and analysis has grown in scope and impact, AI researchers' engagement with the ethical consequences of this work has not kept pace. To encourage such engagement, many publication venues have introduced optional or required ethics statements for AI research papers. Though some authors use these ethics statements to critically engage with the broader implications of their research, we find that the majority of ethics statements in the AI music literature do not appear to be effectively utilized for this purpose. In this work, we conduct a review of ethics statements across ISMIR, NIME, and selected prominent works in AI music from the past five years. We then offer suggestions for both audio conferences and researchers for engaging with ethics statements in ways that foster meaningful reflection rather than formulaic compliance.

cs.CY

The Rhythm In Anything: Audio-Prompted Drums Generation with Masked Language Modeling

Musicians and nonmusicians alike use rhythmic sound gestures, such as tapping and beatboxing, to express drum patterns. While these gestures effectively communicate musical ideas, realizing these ideas as fully-produced drum recordings can be time-consuming, potentially disrupting many creative workflows. To bridge this gap, we present TRIA (The Rhythm In Anything), a masked transformer model for mapping rhythmic sound gestures to high-fidelity drum recordings. Given an audio prompt of the desired rhythmic pattern and a second prompt to represent drumkit timbre, TRIA produces audio of a drumkit playing the desired rhythm (with appropriate elaborations) in the desired timbre. Subjective and objective evaluations show that a TRIA model trained on less than 10 hours of publicly-available drum data can generate high-quality, faithful realizations of sound gestures across a wide range of timbres in a zero-shot manner.

cs.SD

Deep Audio Watermarks are Shallow: Limitations of Post-Hoc Watermarking Techniques for Speech

In the audio modality, state-of-the-art watermarking methods leverage deep neural networks to allow the embedding of human-imperceptible signatures in generated audio. The ideal is to embed signatures that can be detected with high accuracy when the watermarked audio is altered via compression, filtering, or other transformations. Existing audio watermarking techniques operate in a post-hoc manner, manipulating "low-level" features of audio recordings after generation (e.g. through the addition of a low-magnitude watermark signal). We show that this post-hoc formulation makes existing audio watermarks vulnerable to transformation-based removal attacks. Focusing on speech audio, we (1) unify and extend existing evaluations of the effect of audio transformations on watermark detectability, and (2) demonstrate that state-of-the-art post-hoc audio watermarks can be removed with no knowledge of the watermarking scheme and minimal degradation in audio quality.

cs.SD

HARP 2.0: Expanding Hosted, Asynchronous, Remote Processing for Deep Learning in the DAW

HARP 2.0 brings deep learning models to digital audio workstation (DAW) software through hosted, asynchronous, remote processing, allowing users to route audio from a plug-in interface through any compatible Gradio endpoint to perform arbitrary transformations. HARP renders endpoint-defined controls and processed audio in-plugin, meaning users can explore a variety of cutting-edge deep learning models without ever leaving the DAW. In the 2.0 release we introduce support for MIDI-based models and audio/MIDI labeling models, provide a streamlined pyharp Python API for model developers, and implement numerous interface and stability improvements. Through this work, we hope to bridge the gap between model developers and creatives, improving access to deep learning models by seamlessly integrating them into DAW workflows.

eess.AS

Sketch2Sound: Controllable Audio Generation via Time-Varying Signals and Sonic Imitations

We present Sketch2Sound, a generative audio model capable of creating high-quality sounds from a set of interpretable time-varying control signals: loudness, brightness, and pitch, as well as text prompts. Sketch2Sound can synthesize arbitrary sounds from sonic imitations (i.e.,~a vocal imitation or a reference sound-shape). Sketch2Sound can be implemented on top of any text-to-audio latent diffusion transformer (DiT), and requires only 40k steps of fine-tuning and a single linear layer per control, making it more lightweight than existing methods like ControlNet. To synthesize from sketchlike sonic imitations, we propose applying random median filters to the control signals during training, allowing Sketch2Sound to be prompted using controls with flexible levels of temporal specificity. We show that Sketch2Sound can synthesize sounds that follow the gist of input controls from a vocal imitation while retaining the adherence to an input text prompt and audio quality compared to a text-only baseline. Sketch2Sound allows sound artists to create sounds with the semantic flexibility of text prompts and the expressivity and precision of a sonic gesture or vocal imitation. Sound examples are available at https://hugofloresgarcia.art/sketch2sound/.

cs.SD

Code Drift: Towards Idempotent Neural Audio Codecs

Neural codecs have demonstrated strong performance in high-fidelity compression of audio signals at low bitrates. The token-based representations produced by these codecs have proven particularly useful for generative modeling. While much research has focused on improvements in compression ratio and perceptual transparency, recent works have largely overlooked another desirable codec property -- idempotence, the stability of compressed outputs under multiple rounds of encoding. We find that state-of-the-art neural codecs exhibit varied degrees of idempotence, with some degrading audio outputs significantly after as few as three encodings. We investigate possible causes of low idempotence and devise a method for improving idempotence through fine-tuning a codec model. We then examine the effect of idempotence on a simple conditional generative modeling task, and find that increased idempotence can be achieved without negatively impacting downstream modeling performance -- potentially extending the usefulness of neural codecs for practical file compression and iterative generative modeling workflows.

eess.AS

Text2FX: Harnessing CLAP Embeddings for Text-Guided Audio Effects

This work introduces Text2FX, a method that leverages CLAP embeddings and differentiable digital signal processing to control audio effects, such as equalization and reverberation, using open-vocabulary natural language prompts (e.g., "make this sound in-your-face and bold"). Text2FX operates without retraining any models, relying instead on single-instance optimization within the existing embedding space, thus enabling a flexible, scalable approach to open-vocabulary sound transformations through interpretable and disentangled FX manipulation. We show that CLAP encodes valuable information for controlling audio effects and propose two optimization approaches using CLAP to map text to audio effect parameters. While we demonstrate with CLAP, this approach is applicable to any shared text-audio embedding space. Similarly, while we demonstrate with equalization and reverberation, any differentiable audio effect may be controlled. We conduct a listener study with diverse text prompts and source audio to evaluate the quality and alignment of these methods with human perception. Demos and code are available at anniejchu.github.io/text2fx.

eess.AS

Fine-Grained and Interpretable Neural Speech Editing

Fine-grained editing of speech attributes$\unicode{x2014}$such as prosody (i.e., the pitch, loudness, and phoneme durations), pronunciation, speaker identity, and formants$\unicode{x2014}$is useful for fine-tuning and fixing imperfections in human and AI-generated speech recordings for creation of podcasts, film dialogue, and video game dialogue. Existing speech synthesis systems use representations that entangle two or more of these attributes, prohibiting their use in fine-grained, disentangled editing. In this paper, we demonstrate the first disentangled and interpretable representation of speech with comparable subjective and objective vocoding reconstruction accuracy to Mel spectrograms. Our interpretable representation, combined with our proposed data augmentation method, enables training an existing neural vocoder to perform fast, accurate, and high-quality editing of pitch, duration, volume, timbral correlates of volume, pronunciation, speaker identity, and spectral balance.

eess.AS

High-Fidelity Neural Phonetic Posteriorgrams

A phonetic posteriorgram (PPG) is a time-varying categorical distribution over acoustic units of speech (e.g., phonemes). PPGs are a popular representation in speech generation due to their ability to disentangle pronunciation features from speaker identity, allowing accurate reconstruction of pronunciation (e.g., voice conversion) and coarse-grained pronunciation editing (e.g., foreign accent conversion). In this paper, we demonstrably improve the quality of PPGs to produce a state-of-the-art interpretable PPG representation. We train an off-the-shelf speech synthesizer using our PPG representation and show that high-quality PPGs yield independent control over pitch and pronunciation. We further demonstrate novel uses of PPGs, such as an acoustic pronunciation distance and fine-grained pronunciation control.

eess.AS

Exploring Musical Roots: Applying Audio Embeddings to Empower Influence Attribution for a Generative Music Model

Every artist has a creative process that draws inspiration from previous artists and their works. Today, "inspiration" has been automated by generative music models. The black box nature of these models obscures the identity of the works that influence their creative output. As a result, users may inadvertently appropriate, misuse, or copy existing artists' works. We establish a replicable methodology to systematically identify similar pieces of music audio in a manner that is useful for understanding training data attribution. A key aspect of our approach is to harness an effective music audio similarity measure. We compare the effect of applying CLMR and CLAP embeddings to similarity measurement in a set of 5 million audio clips used to train VampNet, a recent open source generative music model. We validate this approach with a human listening study. We also explore the effect that modifications of an audio example (e.g., pitch shifting, time stretching, background noise) have on similarity measurements. This work is foundational to incorporating automated influence attribution into generative modeling, which promises to let model creators and users move from ignorant appropriation to informed creation. Audio samples that accompany this paper are available at https://tinyurl.com/exploring-musical-roots.

cs.SD

Crowdsourced and Automatic Speech Prominence Estimation

The prominence of a spoken word is the degree to which an average native listener perceives the word as salient or emphasized relative to its context. Speech prominence estimation is the process of assigning a numeric value to the prominence of each word in an utterance. These prominence labels are useful for linguistic analysis, as well as training automated systems to perform emphasis-controlled text-to-speech or emotion recognition. Manually annotating prominence is time-consuming and expensive, which motivates the development of automated methods for speech prominence estimation. However, developing such an automated system using machine-learning methods requires human-annotated training data. Using our system for acquiring such human annotations, we collect and open-source crowdsourced annotations of a portion of the LibriTTS dataset. We use these annotations as ground truth to train a neural speech prominence estimator that generalizes to unseen speakers, datasets, and speaking styles. We investigate design decisions for neural prominence estimation as well as how neural prominence estimation improves as a function of two key factors of annotation cost: dataset size and the number of annotations per utterance.

eess.AS

VampNet: Music Generation via Masked Acoustic Token Modeling

We introduce VampNet, a masked acoustic token modeling approach to music synthesis, compression, inpainting, and variation. We use a variable masking schedule during training which allows us to sample coherent music from the model by applying a variety of masking approaches (called prompts) during inference. VampNet is non-autoregressive, leveraging a bidirectional transformer architecture that attends to all tokens in a forward pass. With just 36 sampling passes, VampNet can generate coherent high-fidelity musical waveforms. We show that by prompting VampNet in various ways, we can apply it to tasks like music compression, inpainting, outpainting, continuation, and looping with variation (vamping). Appropriately prompted, VampNet is capable of maintaining style, genre, instrumentation, and other high-level aspects of the music. This flexible prompting capability makes VampNet a powerful music co-creation tool. Code and audio samples are available online.

cs.SD

Cross-domain Neural Pitch and Periodicity Estimation

Pitch is a foundational aspect of our perception of audio signals. Pitch contours are commonly used to analyze speech and music signals and as input features for many audio tasks, including music transcription, singing voice synthesis, and prosody editing. In this paper, we describe a set of techniques for improving the accuracy of widely-used neural pitch and periodicity estimators to achieve state-of-the-art performance on both speech and music. We also introduce a novel entropy-based method for extracting periodicity and per-frame voiced-unvoiced classifications from statistical inference-based pitch estimators (e.g., neural networks), and show how to train a neural pitch estimator to simultaneously handle both speech and music data (i.e., cross-domain estimation) without performance degradation. Our estimator implementations run 11.2x faster than real-time on a Intel i9-9820X 10-core 3.30 GHz CPU$\unicode{x2014}$approaching the speed of state-of-the-art DSP-based pitch estimators$\unicode{x2014}$or 408x faster than real-time on a NVIDIA GeForce RTX 3090 GPU. We release all of our code and models as Pitch-Estimating Neural Networks (penn), an open-source, pip-installable Python module for training, evaluating, and performing inference with pitch- and periodicity-estimating neural networks. The code for penn is available at https://github.com/interactiveaudiolab/penn.

eess.AS

Music Separation Enhancement with Generative Modeling

Despite phenomenal progress in recent years, state-of-the-art music separation systems produce source estimates with significant perceptual shortcomings, such as adding extraneous noise or removing harmonics. We propose a post-processing model (the Make it Sound Good (MSG) post-processor) to enhance the output of music source separation systems. We apply our post-processing model to state-of-the-art waveform-based and spectrogram-based music source separators, including a separator unseen by MSG during training. Our analysis of the errors produced by source separators shows that waveform models tend to introduce more high-frequency noise, while spectrogram models tend to lose transients and high frequency content. We introduce objective measures to quantify both kinds of errors and show MSG improves the source reconstruction of both kinds of errors. Crowdsourced subjective evaluations demonstrate that human listeners prefer source estimates of bass and drums that have been post-processed by MSG.

cs.SD