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Hugo Flores García

Publications and source records attributed to Hugo Flores García.

7 recordsLinked to original sources

FoleyForge: Free-form, Controllable, Rectified-flow Editing of Sound Effects

We present FoleyForge, a generative model for instruction-based editing of sound effects. Given an input clip and a free-form instruction describing the desired change, it applies the edit while preserving the input's identity. A single model handles semantic, stylistic, and DSP-like changes. We introduce a data pipeline that guides an audio language model to author both DSP-based acoustic edits and similarity-preserving semantic edits, thus addressing the lack of publicly available audio editing data. Such data is then used to fine-tune a rectified-flow audio generation model, which we extend to expose attribute controls for loudness change, edit strength, and an input-derived contour envelope, each tunable via classifier-free guidance, yielding a more expressive editing model. FoleyForge achieves state-of-the-art instruction adherence at competitive audio quality and source faithfulness.

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Smorph: Playable Sound Morphing with Diffusion Models

Sound morphing, generating intermediate sounds that transition from one sonic identity to another, can be a powerful tool for musical sound design. Existing diffusion-based morphing approaches entangle temporal structure and timbral identity, offering no mechanism to hold one fixed while transforming the other. We present smorph, a training-free guidance framework that preserves how a sound behaves over time while transforming what the sound is, allowing users to morph, for instance from brass to strings at a fixed pitch. We demonstrate across three morphing modes: prompt-to-prompt, audio-to-prompt, and audio-to-audio. Evaluations across diverse datasets show that smorph effectively produces smooth morph trajectories while substantially improving temporal-structure and source preservation over baselines, albeit with more conservative target-ward transformation in some settings. In an exploratory case study, musicians found smorph trajectories to be expressive and playable, suggesting structural anchoring can serve as a productive constraint for instrumental interaction.

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Live Music Diffusion Models: Efficient Fine-Tuning and Post-Training of Interactive Diffusion Music Generators

Interactive streaming music generation promises the use of generative models for live performance and co-creation that is impossible with offline models. However, SOTA models exist in the discrete-AR regime, requiring industrial levels of compute for both training and inference. In this work, we investigate whether audio diffusion models, with their wide support in the open-source community but non-streaming bidirectional nature, can be repurposed efficiently into interactive models accessible on consumer hardware. By taking a critical look at the modern pipeline for block-wise outpainting diffusion, we identify critical inefficiencies during inference that result in strictly worse computational efficiency than their discrete-AR counterparts. We propose Live Music Diffusion Models (LMDMs), a simple modification of the generative diffusion process that recovers, and then outperforms, the inference complexity of the discrete Live Music Models (LMMs) through block-wise KV Caching. Unlike LMMs, LMDMs further enable stable post-training alignment through our novel ARC-Forcing paradigm, reducing error accumulation without any explicit RL or reward models. We demonstrate the application of LMDMs in a number of creative domains, including text-conditioned generation, sketch-based music synthesis, and jamming. We finally show how LMDMs can be used as a generative instrument in a real artist-AI collaboration, utilizing LMDMs as a "generative delay" to transform musicians' improvisation live for variable timbral effects while running locally on a consumer gaming laptop.

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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 .

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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 Fréchet 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

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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.

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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/.

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