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Chris Donahue

Publications and source records attributed to Chris Donahue.

At least 19 recordsLinked to original sources

MulTTiPop: A Multitrack Transcription Dataset for Pop Music

We present MulTTiPop, a dataset of pop music segments and their associated multitrack MIDI recordings for the evaluation of automatic music transcription models. MulTTiPop contains 572 segments of popular music totaling 3.5 hours of audio, and contains songs from diverse genres and decades from the 1930s to 2000s. To collect this dataset, we perform metadata-based matching on song segments from the Lakh MIDI and TheoryTab datasets, manually identify an anchor beat between the audio and MIDI, then use beat tracking on the audio and warp the MIDI to match its tempo and timing. We evaluate state-of-the-art automatic music transcription models on MulTTiPop and find substantial room for improvement, with the best model achieving 29% Onset F1. More details and sound examples of MulTTiPop are available at https://gclef-cmu.org/multtipop.

cs.SD

MultiVerse: A Creator-Centered Approach to Steering Context-Adaptive Lyrics

Generative AI may enable new forms of context-aware creative expression by dynamically tailoring media content to its consumption context. For instance, AI systems could adapt song lyrics to the listener and their current activity. However, existing media adaptation systems primarily optimize for audience experience, often neglecting artists' intent, style, and preference. We address this challenge by introducing a novel creator-centered approach to adaptive media authoring and present MultiVerse, a system that instantiates this approach for steering adaptive lyrics. Our approach allows creators to explicitly author controls based on their intent, lyric structure, and audience context, and uses rule-based validations to ensure controls are followed. We conducted a study with 10 songwriters, comparing MultiVerse with a prompting-based workflow for composing adaptive lyrics. The comparison revealed that creators preferred to author how lyrics adapt by explicitly specifying relevant context and adaptation constraints, while recognizing trade-offs in flexibility and iteration speed. Interviews further revealed that creators viewed adaptive media as enabling new forms of audience connection, introducing a distinct creative process, favoring new compositional strategies, and reshaping notions of authorship.

cs.HC

MIDI-LLM: Improving Text-to-MIDI Music Generation via Adapting Large Language Models

We present MIDI-LLM, a recipe that improves multitrack text-to-MIDI generation via adapting Large Language Models (LLMs). MIDI-LLM expands an LLM's text vocabulary to include MIDI tokens and employs a two-stage training pipeline: (i) unimodal continued pretraining on music-adjacent text and standalone MIDIs, and (ii) multimodal supervised finetuning on text-MIDI pairs. Our instantiation of MIDI-LLM based on Llama 3.2 (1B) outperforms the recent Text2midi model in both text control and musical quality, and readily integrates with optimized inference ecosystems like vLLM. To align with real-world songwriting workflows, we further finetune our MIDI-LLM on the TheoryTab dataset for text-conditioned lead sheet (i.e., melody + chords) generation and infilling. A comprehensive ablation study validates the synergy between LLM text pretraining, standalone MIDI pretraining, and supervised text-to-MIDI finetuning. Finally, an in-the-wild blind user study conducted in a real-world creative workflow at scale with 58 Hookpad Aria users and 4,002 generated outputs demonstrates that our MIDI-LLM achieves the highest acceptance rate in zero-to-one lead sheet generation over baselines without text control or LLM pretraining, confirming its efficacy in human-AI music co-creation.

cs.SD

Local Multimodal Music Alignment from Global Supervision

Understanding music requires understanding localized relationships across data modalities, e.g., how time in performance audio maps onto position in a score image. Yet supervision for such local correspondences is difficult to obtain-in practice, we often only have access to coarser global supervision like paired segments of audio and images. To address this gap, we propose FuSiLi (Fused Sinkhorn-Localized Similarity), a similarity score for multimodal contrastive learning operating directly on local image patch and audio frame features via Sinkhorn-based soft alignment. We show that FuSiLi (i) effectively learns local relationships, (ii) requires only global supervision, and (iii) retains the global alignment capabilities of conventional contrastive approaches. We fine-tune pretrained CLIP and CLAP encoders on pairs of raw sheet music images and audio using a hybrid contrastive objective combining FuSiLi with conventional global similarity. We evaluate on cross-modal retrieval and frame-level alignment tasks against a range of global and local baselines, showing that our approach outperforms them on local alignment while remaining competitive on retrieval.

cs.SD

Decomposer: Learning to Decompile Symbolic Music to Programs

Musical performance involves executing a set of high-level musical instructions, yet recovering those instructions from the performance is a challenging inverse problem. We present Decomposer, a post-training framework for symbolic music decompilation: the task of recovering executable, editable music programs from symbolic music. We instantiate the task as MIDI-to-Strudel decompilation, where the model takes symbolic MIDI as input and produces a program in Strudel, a music programming language, that reconstructs the input when executed. The task poses two challenges: Strudel is a low-resource language with little naturally paired MIDI-code data, and optimizing faithful reconstruction of MIDI alone can collapse to unreadable note-by-note transliteration. We address these challenges in two stages. First, we construct Strudel-Synth, a synthetic corpus of paired Strudel programs and rendered MIDI, and use it for supervised fine-tuning. Second, we refine the model with reinforcement learning on unpaired MIDI, optimizing rewards for both MIDI reconstruction faithfulness and code readability. Our evaluation across synthetic and real-world MIDI benchmarks shows that Decomposer achieves substantially higher MIDI reconstruction faithfulness than closed-source LLMs while producing more readable and diverse code than the heuristic converter.

cs.LG

What's a Credit Worth? A Market Framework for Attribution-Aware Compensation in Generative Music

Advances in generative AI are rapidly increasing the quality and commercial value of generated music, and this progress depends on large catalogs of creators' recordings. This raises a central question for platform design: how should creators be compensated when their work is used to train generative AI models that in turn produce commercial outputs? We develop a framework for fairly compensating creators in generative-music markets, where each creator's payment depends on a data-attribution score estimating their contribution to model outputs. Compared to past compensation frameworks, our framework has two unique considerations: (1) attribution is traced to entire creator catalogs, not individual songs, and (2) the informativeness (signal-to-noise ratio) of the attribution score is an input to the payment mechanism. The framework yields a closed-form payment rule per creator and measures the welfare cost of inaccurate attribution for both creators and the platform. Whether the welfare-optimal contract is royalty-based or takes the form of fixed-fee licensing depends on how informative attribution is for that creator's catalog. We show that better attribution translates directly into welfare gains for both creators and the platform, yet under multi-platform competition a platform only captures gains from attribution improvements when its signal becomes the most precise in the market. To ground our framework in empirical behavior, we train acoustic and symbolic music generation models and measure the informativeness of scalable attribution techniques against a leave-one-catalog-out ground truth. Our experiments reveal that noisy attribution signals push payment toward fixed-fee licensing and diminish welfare for both creators and the platform, providing an economic motivation for further research on improved attribution.

cs.CY

GameDevBench: Evaluating Agentic Capabilities Through Game Development

Despite rapid progress on coding agents, progress on their multimodal counterparts has lagged behind. A key challenge is the scarcity of evaluation testbeds that combine the complexity of software development with the need for deep multimodal understanding. In game development, agents must navigate large, dense codebases while manipulating intrinsically multimodal assets such as shaders, sprites, and animations within a visual game scene. We present GameDevBench, the first benchmark for evaluating agents on game development tasks. GameDevBench consists of 333 tasks derived from web and video tutorials. Tasks require significant multimodal understanding and are complex: the average solution requires over three times the lines of code and file changes compared to prior software development benchmarks. Agents struggle with game development, with the best agent and method solving only 53.8% of tasks. We find a strong correlation between perceived task difficulty and multimodal complexity, with average success rate dropping from 51.4% on gameplay-oriented tasks to 33.0% on 2D graphics tasks. To improve multimodal capability, we introduce two simple image- and video-based feedback mechanisms for agents. Despite their simplicity, these methods consistently improve performance, increasing GPT-5.4's performance from 41.1% to 52.0% when given visual feedback.

cs.AI

Improving Text-to-Music Generation with Human Preference Rewards

We describe our entry to the efficiency track of the Academic Text-to-Music (ATTM) Grand Challenge at ICME 2026. Beyond the challenge protocol's FAD-CLAP and CLAP score, we add a learned human-preference reward from TuneJury, a twin pairwise ranker trained over open music-preference datasets. The reward serves both as a training-time conditioning signal and as a sample-selection criterion. The pipeline combines five engineering decisions on a 120M-parameter FluxAudio-S backbone, four at training time and one at inference: (i) training-time reward conditioning that doubles as an inference-time CFG axis, (ii) a sweep over five score-conditioning architectures, where training and inference use different variants, (iii) expert iteration on the top decile, (iv) a short preference-tuning pass (CRPO) for audio-text alignment, and (v) inference post-processing via joint CFG, source separation, and loudness normalization. Per-stage decomposition on 100 Song Describer prompts shows training-time reward conditioning as a functional conditioning axis, expert iteration as the dominant contributor, the preference-tuning pass adding only noise-level gain, and the inference-time score scalar already saturated by the end of the chain.

cs.SD

TuneJury: An Open Metric for Improving Music Generation Preference Alignment

We introduce TuneJury, an open, instance-level pairwise reward model for text-to-music that predicts a music preference score from a text prompt and an audio clip. The released checkpoint is trained on publicly available human-preference labels covering arena-style (A vs. B) votes, metric-alignment preference pairs, crowdsourced pairwise comparisons, and expert aesthetic ratings. The predicted score margin between two clips is well calibrated on our held-out test split, supporting data filtering via a simple score threshold. TuneJury generalizes to both held-out test pairs and out-of-distribution benchmarks, remaining competitive with prior baselines on the latter. For generators released after training, we introduce anchor calibration, a post-hoc, per-system Bradley-Terry calibration that recovers agreement at substantially better data efficiency than from-scratch retraining. The same frozen reward drives consistent reward-axis gains across three downstream applications: inference-time best-of-N selection, DITTO-style latent optimization, and expert-iteration post-training. TuneJury is available at https://github.com/yonghyunk1m/TuneJury.

cs.SD

Benchmarking Language Modeling for Lossless Compression of Full-Fidelity Audio

Autoregressive "language" models (LMs) trained on raw waveforms can be repurposed for lossless audio compression, but prior work is limited to 8-bit audio, leaving open whether such approaches work for practical settings (16/24-bit) and can compete with existing codecs. We benchmark LM-based compression on full-fidelity audio across diverse domains (music, speech, bioacoustics), sampling rates (16kHz-48kHz), and bit depths (8, 16, 24-bit). Standard sample-level tokenization becomes intractable at higher bit depths due to vocabulary size (65K for 16-bit; 16.7M for 24-bit). We propose Trilobyte, a byte-level tokenization schema for full resolution audio, improving vocabulary scaling from $O(2^{b})$ to $O(1)$ and enabling the first tractable 24-bit LM-based lossless compression. While LMs consistently outperform FLAC and yield state-of-the-art compression at 8-bit and 16-bit, we observe that compression gains become more modest as bit depth increases beyond 8-bit.

cs.SD

Comparing Developer and LLM Biases in Code Evaluation

As LLMs are increasingly used as judges in code applications, they should be evaluated in realistic interactive settings that capture partial context and ambiguous intent. We present TRACE (Tool for Rubric Analysis in Code Evaluation), a framework that evaluates LLM judges' ability to predict human preferences and automatically extracts rubric items to reveal systematic biases in how humans and models weigh each item. Across three modalities -- chat-based programming, IDE autocompletion, and instructed code editing -- we use TRACE to measure how well LLM judges align with developer preferences. Among 13 different models, the best judges underperform human annotators by 12-23%. TRACE identifies 35 significant sources of misalignment between humans and judges across interaction modalities, the majority of which correspond to existing software engineering code quality criteria. For example, in chat-based coding, judges are biased towards longer code explanations while humans prefer shorter ones. We find significant misalignment on the majority of existing code quality dimensions, showing alignment gaps between LLM judges and human preference in realistic coding applications.

cs.SE

A Design Space for Live Music Agents

Live music provides a uniquely rich setting for studying creativity and interaction due to its spontaneous nature. The pursuit of live music agents--intelligent systems supporting real-time music performance and interaction--has captivated researchers across HCI, AI, and computer music for decades, and recent advancements in AI suggest unprecedented opportunities to evolve their design. However, the interdisciplinary nature of music has led to fragmented development across research communities, hindering effective communication and collaborative progress. In this work, we bring together perspectives from these diverse fields to map the current landscape of live music agents. Based on our analysis of 184 systems across both academic literature and video, we develop a comprehensive design space that categorizes dimensions spanning usage contexts, interactions, technologies, and ecosystems. By highlighting trends and gaps in live music agents, our design space offers researchers, designers, and musicians a structured lens to understand existing systems and shape future directions in real-time human-AI music co-creation. We release our annotated systems as a living artifact at https://live-music-agents.github.io.

cs.HC

Rethinking Music Captioning with Music Metadata LLMs

Music captioning, or the task of generating a natural language description of music, is useful for both music understanding and controllable music generation. Training captioning models, however, typically requires high-quality music caption data which is scarce compared to metadata (e.g., genre, mood, etc.). As a result, it is common to use large language models (LLMs) to synthesize captions from metadata to generate training data for captioning models, though this process imposes a fixed stylization and entangles factual information with natural language style. As a more direct approach, we propose metadata-based captioning. We train a metadata prediction model to infer detailed music metadata from audio and then convert it into expressive captions via pre-trained LLMs at inference time. Compared to a strong end-to-end baseline trained on LLM-generated captions derived from metadata, our method: (1) achieves comparable performance in less training time over end-to-end captioners, (2) offers flexibility to easily change stylization post-training, enabling output captions to be tailored to specific stylistic and quality requirements, and (3) can be prompted with audio and partial metadata to enable powerful metadata imputation or in-filling--a common task for organizing music data.

cs.SD

Computational Copyright: Towards A Royalty Model for Music Generative AI

The rapid rise of generative AI has intensified copyright and economic tensions in creative industries, particularly in music. Current approaches addressing this challenge often focus on preventing infringement or establishing one-time licensing, which fail to provide the sustainable, recurring economic incentives necessary to maintain creative ecosystems. To address this gap, we propose Generative Content ID, a framework for scalable and faithful royalty attribution in music generative AI. Adapting the idea of YouTube's Content ID, it attributes the value of AI-generated music back to the specific training content that causally influenced its generation, a process we term as causal attribution. However, naively quantifying the causal influence requires counterfactually retraining the model on subsets of training data, which is infeasible. We address this challenge using efficient Training Data Attribution (TDA) methods to approximate causal attribution at scale. We further conduct empirical analysis of the framework on public and proprietary datasets. First, we demonstrate that the scalable TDA methods provide a faithful approximation of the "gold-standard" but costly retraining-based causal attribution, showing the feasibility of the proposed royalty framework. Second, we investigate the relationship between the perceived similarity employed by legal practices and our causal attribution reflecting the true AI training mechanics. We find that while perceived similarity can capture the most influential samples, it fails to account for the broader data contribution that drives model utility, suggesting similarity-based legal proxies are ill-suited for royalty distribution. Overall, this work provides a principled and operational foundation for royalty-based economic governance of music generative AI.

cs.AI

Learning Perceptually Relevant Temporal Envelope Morphing

Temporal envelope morphing, the process of interpolating between the amplitude dynamics of two audio signals, is an emerging problem in generative audio systems that lacks sufficient perceptual grounding. Morphing of temporal envelopes in a perceptually intuitive manner should enable new methods for sound blending in creative media and for probing perceptual organization in psychoacoustics. However, existing audio morphing techniques often fail to produce intermediate temporal envelopes when input sounds have distinct temporal structures; many morphers effectively overlay both temporal structures, leading to perceptually unnatural results. In this paper, we introduce a novel workflow for learning envelope morphing with perceptual guidance: we first derive perceptually grounded morphing principles through human listening studies, then synthesize large-scale datasets encoding these principles, and finally train machine learning models to create perceptually intermediate morphs. Specifically, we present: (1) perceptual principles that guide envelope morphing, derived from our listening studies, (2) a supervised framework to learn these principles, (3) an autoencoder that learns to compress temporal envelope structures into latent representations, and (4) benchmarks for evaluating audio envelope morphs, using both synthetic and naturalistic data, and show that our approach outperforms existing methods in producing temporally intermediate morphs. All code, models, and checkpoints are available at https://github.com/TemporalMorphing/EnvelopeMorphing.

cs.SD

FoleyBench: A Benchmark For Video-to-Audio Models

Video-to-audio generation (V2A) is of increasing importance in domains such as film post-production, AR/VR, and sound design, particularly for the creation of Foley sound effects synchronized with on-screen actions. Foley requires generating audio that is both semantically aligned with visible events and temporally aligned with their timing. Yet, there is a mismatch between evaluation and downstream applications due to the absence of a benchmark tailored to Foley-style scenarios. We find that 74% of videos from past evaluation datasets have poor audio-visual correspondence. Moreover, they are dominated by speech and music, domains that lie outside the use case for Foley. To address this gap, we introduce FoleyBench, the first large-scale benchmark explicitly designed for Foley-style V2A evaluation. FoleyBench contains 5,000 (video, ground-truth audio, text caption) triplets, each featuring visible sound sources with audio causally tied to on-screen events. The dataset is built using an automated, scalable pipeline applied to in-the-wild internet videos from YouTube-based and Vimeo-based sources. Compared to past datasets, we show that videos from FoleyBench have stronger coverage of sound categories from a taxonomy specifically designed for Foley sound. Each clip is further labeled with metadata capturing source complexity, UCS/AudioSet category, and video length, enabling fine-grained analysis of model performance and failure modes. We benchmark several state-of-the-art V2A models, evaluating them on audio quality, audio-video alignment, temporal synchronization, and audio-text consistency. Samples are available at: https://gclef-cmu.org/foleybench

cs.SD

EDIT-Bench: Evaluating LLM Abilities to Perform Real-World Instructed Code Edits

Instructed code editing, where LLMs directly modify a developer's existing code based on a user instruction, is becoming a widely used interaction mode in AI coding assistants. However, few benchmarks directly evaluate this capability and current datasets often rely on artificial sources. We introduce EDIT-Bench, a benchmark for evaluating LLM code editing capabilities grounded in real-world usage, i.e., user instructions and code contexts collected in the wild. EDIT-Bench comprises of 540 problems, multiple natural and programming languages, and a diverse set of real-world use cases, ranging from resolving errors to adding features. EDIT-Bench introduces context-dependent problems that require the model to understand code context, highlighted code, and cursor position in addition to the user instruction. We evaluate 40 diverse LLMs and observe that EDIT-Bench is a challenging set of problems where only 1 model scores over 60%. We find that model performance varies across different categories of user instructions. Further, we find that varying levels of contextual information greatly affect task success rate, with performance varying up to 11%, indicating the importance of evaluating with realistic context.

cs.SE

Live Music Models

We introduce a new class of generative models for music called live music models that produce a continuous stream of music in real-time with synchronized user control. We release Magenta RealTime, an open-weights live music model that can be steered using text or audio prompts to control acoustic style. On automatic metrics of music quality, Magenta RealTime outperforms other open-weights music generation models, despite using fewer parameters and offering first-of-its-kind live generation capabilities. We also release Lyria RealTime, an API-based model with extended controls, offering access to our most powerful model with wide prompt coverage. These models demonstrate a new paradigm for AI-assisted music creation that emphasizes human-in-the-loop interaction for live music performance.

cs.SD