SearcharxivSearch

arXiv subjects

Joshua D. Reiss

Publications and source records attributed to Joshua D. Reiss.

At least 19 recordsLinked to original sources

Simulation-Based Plate-Reverb Parameter Estimation from a Single Impulse Response

We present a simulation-trained, non-iterative estimator for Task A of the 1st DAFx Parameter Estimation Challenge. Each unnormalized plate-reverb impulse response is summarized by amplitude, spectral, and decay descriptors, and an ensemble of tree regressors estimates the six target parameters in one pass. Across two independent synthetic validation sets, the normalized models outperform the training-set mean and an earlier raw-regression baseline. On a shared set, the final ensemble also outperforms a single run of the official default PSO at substantially lower inference cost. Since the official labels are hidden, parameter accuracy is measured on simulator-matched data, and the released responses support only audio-side consistency checks. The estimator returns point estimates without uncertainty.

eess.AS

Band-Count Dense Modal Estimation with Fixed-Frequency Differentiable Resonator Refinement

Task B of the 1st DAFx Parameter Estimation Challenge requires estimating the frequencies, decay rates, gains, and number of modes in a dense plate-reverb impulse response. Weak and overlapping modes make sparse peak detection prone to severe undercounting. We train an ExtraTrees regressor on simulator-generated data to predict mode counts in four frequency bands. These counts define dense frequency grids, after which a differentiable all-pole resonator model refines decay and gain while keeping frequency fixed. On two separate synthetic validation sets, the system reduces a local challenge-style error by about 66% relative to the official default peak-picking baseline. The improvement is mainly associated with lower mode-count mismatch, while decay and gain remain the largest error sources. These findings support separating modal-density estimation from continuous parameter fitting.

eess.AS

Four Decades of Digital Waveguides

Digital waveguide physical modeling offers efficient simulation of acoustic wave propagation as compared to general finite-difference schemes commonly used in computational physics. This efficiency has enabled the real-time implementation of physically modeled musical instruments and sound effects, as well as real-time vocal models and artificial reverberation. This paper provides an overview of the historical evolution and applications of digital waveguide modeling and highlights recent advances in the field. Parametric optimization using classical, evolutionary and neural approaches are also discussed and compared. Digital waveguides provide physically accurate simulations with reduced computational cost, and can now be optimized with modern machine learning and differentiable digital signal processing techniques.

eess.AS

Learning Vocal-Tract Area and Radiation with a Physics-Informed Webster Model

We present a physics-informed voiced backend renderer for singing-voice synthesis. Given synthetic single-channel audio and a fund-amental--frequency trajectory, we train a time-domain Webster model as a physics-informed neural network to estimate an interpretable vocal-tract area function and an open-end radiation coefficient. Training enforces partial differential equation and boundary consistency; a lightweight DDSP path is used only to stabilize learning, while inference is purely physics-based. On sustained vowels (/a/, /i/, /u/), parameters rendered by an independent finite-difference time-domain Webster solver reproduce spectral envelopes competitively with a compact DDSP baseline and remain stable under changes in discretization, moderate source variations, and about ten percent pitch shifts. The in-graph waveform remains breathier than the reference, motivating periodicity-aware objectives and explicit glottal priors in future work.

cs.SD

Differentiable Attenuation Filters for Feedback Delay Networks

We introduce a novel method for designing attenuation filters in digital audio reverberation systems based on Feedback Delay Networks (FDNs). Our approach uses Second Order Sections (SOS) of Infinite Impulse Response (IIR) filters arranged as parametric equalizers (PEQ), enabling fine control over frequency-dependent reverberation decay. Unlike traditional graphic equalizer designs, which require numerous filters per delay line, we propose a scalable solution where the number of filters can be adjusted. The frequency, gain, and quality factor (Q) parameters are shared parameters across delay lines and only the gain is adjusted based on delay length. This design not only reduces the number of optimization parameters, but also remains fully differentiable and compatible with gradient-based learning frameworks. Leveraging principles of analog filter design, our method allows for efficient and accurate filter fitting using supervised learning. Our method delivers a flexible and differentiable design, achieving state-of-the-art performance while significantly reducing computational cost.

cs.SD

Modulation Discovery with Differentiable Digital Signal Processing

Modulations are a critical part of sound design and music production, enabling the creation of complex and evolving audio. Modern synthesizers provide envelopes, low frequency oscillators (LFOs), and more parameter automation tools that allow users to modulate the output with ease. However, determining the modulation signals used to create a sound is difficult, and existing sound-matching / parameter estimation systems are often uninterpretable black boxes or predict high-dimensional framewise parameter values without considering the shape, structure, and routing of the underlying modulation curves. We propose a neural sound-matching approach that leverages modulation extraction, constrained control signal parameterizations, and differentiable digital signal processing (DDSP) to discover the modulations present in a sound. We demonstrate the effectiveness of our approach on highly modulated synthetic and real audio samples, its applicability to different DDSP synth architectures, and investigate the trade-off it incurs between interpretability and sound-matching accuracy. We make our code and audio samples available and provide the trained DDSP synths in a VST plugin.

cs.SD

Improving Neural Pitch Estimation with SWIPE Kernels

Neural networks have become the dominant technique for accurate pitch and periodicity estimation. Although a lot of research has gone into improving network architectures and training paradigms, most approaches operate directly on the raw audio waveform or on general-purpose time-frequency representations. We investigate the use of Sawtooth-Inspired Pitch Estimation (SWIPE) kernels as an audio frontend and find that these hand-crafted, task-specific features can make neural pitch estimators more accurate, robust to noise, and more parameter-efficient. We evaluate supervised and self-supervised state-of-the-art architectures on common datasets and show that the SWIPE audio frontend allows for reducing the network size by an order of magnitude without performance degradation. Additionally, we show that the SWIPE algorithm on its own is much more accurate than commonly reported, outperforming state-of-the-art self-supervised neural pitch estimators.

cs.SD

FolAI: Synchronized Foley Sound Generation with Semantic and Temporal Alignment

Traditional sound design workflows rely on manual alignment of audio events to visual cues, as in Foley sound design, where everyday actions like footsteps or object interactions are recreated to match the on-screen motion. This process is time-consuming, difficult to scale, and lacks automation tools that preserve creative intent. Despite recent advances in vision-to-audio generation, producing temporally coherent and semantically controllable sound effects from video remains a major challenge. To address these limitations, we introduce FolAI, a two-stage generative framework that decouples the when and the what of sound synthesis, i.e., the temporal structure extraction and the semantically guided generation, respectively. In the first stage, we estimate a smooth control signal from the video that captures the motion intensity and rhythmic structure over time, serving as a temporal scaffold for the audio. In the second stage, a diffusion-based generative model produces sound effects conditioned both on this temporal envelope and on high-level semantic embeddings, provided by the user, that define the desired auditory content (e.g., material or action type). This modular design enables precise control over both timing and timbre, streamlining repetitive tasks while preserving creative flexibility in professional Foley workflows. Results on diverse visual contexts, such as footstep generation and action-specific sonorization, demonstrate that our model reliably produces audio that is temporally aligned with visual motion, semantically consistent with user intent, and perceptually realistic. These findings highlight the potential of FolAI as a controllable and modular solution for scalable, high-quality Foley sound synthesis in professional and interactive settings. Supplementary materials are accessible on our dedicated demo page at https://ispamm.github.io/FolAI.

cs.SD

Bimodal Connection Attention Fusion for Speech Emotion Recognition

Multi-modal emotion recognition is challenging due to the difficulty of extracting features that capture subtle emotional differences. Understanding multi-modal interactions and connections is key to building effective bimodal speech emotion recognition systems. In this work, we propose Bimodal Connection Attention Fusion (BCAF) method, which includes three main modules: the interactive connection network, the bimodal attention network, and the correlative attention network. The interactive connection network uses an encoder-decoder architecture to model modality connections between audio and text while leveraging modality-specific features. The bimodal attention network enhances semantic complementation and exploits intra- and inter-modal interactions. The correlative attention network reduces cross-modal noise and captures correlations between audio and text. Experiments on the MELD and IEMOCAP datasets demonstrate that the proposed BCAF method outperforms existing state-of-the-art baselines.

cs.SD

NablAFx: A Framework for Differentiable Black-box and Gray-box Modeling of Audio Effects

We present NablAFx, an open-source framework developed to support research in differentiable black-box and gray-box modeling of audio effects. Built in PyTorch, NablAFx offers a versatile ecosystem to configure, train, evaluate, and compare various architectural approaches. It includes classes to manage model architectures, datasets, and training, along with features to compute and log losses, metrics and media, and plotting functions to facilitate detailed analysis. It incorporates implementations of established black-box architectures and conditioning methods, as well as differentiable DSP blocks and controllers, enabling the creation of both parametric and non-parametric gray-box signal chains. The code is accessible at https://github.com/mcomunita/nablafx.

cs.SD

Differentiable Black-box and Gray-box Modeling of Nonlinear Audio Effects

Audio effects are extensively used at every stage of audio and music content creation. The majority of differentiable audio effects modeling approaches fall into the black-box or gray-box paradigms; and most models have been proposed and applied to nonlinear effects like guitar amplifiers, overdrive, distortion, fuzz and compressor. Although a plethora of architectures have been introduced for the task at hand there is still lack of understanding on the state of the art, since most publications experiment with one type of nonlinear audio effect and a very small number of devices. In this work we aim to shed light on the audio effects modeling landscape by comparing black-box and gray-box architectures on a large number of nonlinear audio effects, identifying the most suitable for a wide range of devices. In the process, we also: introduce time-varying gray-box models and propose models for compressor, distortion and fuzz, publish a large dataset for audio effects research - ToneTwist AFx https://github.com/mcomunita/tonetwist-afx-dataset - that is also the first open to community contributions, evaluate models on a variety of metrics and conduct extensive subjective evaluation. Code https://github.com/mcomunita/nablafx and supplementary material https://github.com/mcomunita/nnlinafx-supp-material are also available.

cs.SD

Exploring trends in audio mixes and masters: Insights from a dataset analysis

We present an analysis of a dataset of audio metrics and aesthetic considerations about mixes and masters provided by the web platform MixCheck studio. The platform is designed for educational purposes, primarily targeting amateur music producers, and aimed at analysing their recordings prior to them being released. The analysis focuses on the following data points: integrated loudness, mono compatibility, presence of clipping and phase issues, compression and tonal profile across 30 user-specified genres. Both mixed (mixes) and mastered audio (masters) are included in the analysis, where mixes refer to the initial combination and balance of individual tracks, and masters refer to the final refined version optimized for distribution. Results show that loudness-related issues along with dynamics issues are the most prevalent, particularly in mastered audio. However mastered audio presents better results in compression than just mixed audio. Additionally, results show that mastered audio has a lower percentage of stereo field and phase issues.

cs.SD

ST-ITO: Controlling Audio Effects for Style Transfer with Inference-Time Optimization

Audio production style transfer is the task of processing an input to impart stylistic elements from a reference recording. Existing approaches often train a neural network to estimate control parameters for a set of audio effects. However, these approaches are limited in that they can only control a fixed set of effects, where the effects must be differentiable or otherwise employ specialized training techniques. In this work, we introduce ST-ITO, Style Transfer with Inference-Time Optimization, an approach that instead searches the parameter space of an audio effect chain at inference. This method enables control of arbitrary audio effect chains, including unseen and non-differentiable effects. Our approach employs a learned metric of audio production style, which we train through a simple and scalable self-supervised pretraining strategy, along with a gradient-free optimizer. Due to the limited existing evaluation methods for audio production style transfer, we introduce a multi-part benchmark to evaluate audio production style metrics and style transfer systems. This evaluation demonstrates that our audio representation better captures attributes related to audio production and enables expressive style transfer via control of arbitrary audio effects.

cs.SD

Differentiable All-pole Filters for Time-varying Audio Systems

Infinite impulse response filters are an essential building block of many time-varying audio systems, such as audio effects and synthesisers. However, their recursive structure impedes end-to-end training of these systems using automatic differentiation. Although non-recursive filter approximations like frequency sampling and frame-based processing have been proposed and widely used in previous works, they cannot accurately reflect the gradient of the original system. We alleviate this difficulty by re-expressing a time-varying all-pole filter to backpropagate the gradients through itself, so the filter implementation is not bound to the technical limitations of automatic differentiation frameworks. This implementation can be employed within audio systems containing filters with poles for efficient gradient evaluation. We demonstrate its training efficiency and expressive capabilities for modelling real-world dynamic audio systems on a phaser, time-varying subtractive synthesiser, and compressor. We make our code and audio samples available and provide the trained audio effect and synth models in a VST plugin at https://diffapf.github.io/web/.

eess.AS

An automatic mixing speech enhancement system for multi-track audio

We propose a speech enhancement system for multitrack audio. The system will minimize auditory masking while allowing one to hear multiple simultaneous speakers. The system can be used in multiple communication scenarios e.g., teleconferencing, invoice gaming, and live streaming. The ITU-R BS.1387 Perceptual Evaluation of Audio Quality (PEAQ) model is used to evaluate the amount of masking in the audio signals. Different audio effects e.g., level balance, equalization, dynamic range compression, and spatialization are applied via an iterative Harmony searching algorithm that aims to minimize the masking. In the subjective listening test, the designed system can compete with mixes by professional sound engineers and outperforms mixes by existing auto-mixing systems.

cs.SD

SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley Synthesis

Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility

cs.SD

High-Fidelity Noise Reduction with Differentiable Signal Processing

Noise reduction techniques based on deep learning have demonstrated impressive performance in enhancing the overall quality of recorded speech. While these approaches are highly performant, their application in audio engineering can be limited due to a number of factors. These include operation only on speech without support for music, lack of real-time capability, lack of interpretable control parameters, operation at lower sample rates, and a tendency to introduce artifacts. On the other hand, signal processing-based noise reduction algorithms offer fine-grained control and operation on a broad range of content, however, they often require manual operation to achieve the best results. To address the limitations of both approaches, in this work we introduce a method that leverages a signal processing-based denoiser that when combined with a neural network controller, enables fully automatic and high-fidelity noise reduction on both speech and music signals. We evaluate our proposed method with objective metrics and a perceptual listening test. Our evaluation reveals that speech enhancement models can be extended to music, however training the model to remove only stationary noise is critical. Furthermore, our proposed approach achieves performance on par with the deep learning models, while being significantly more efficient and introducing fewer artifacts in some cases. Listening examples are available online at https://tape.it/research/denoiser .

cs.SD

Optimization Techniques for a Physical Model of Human Vocalisation

We present a non-supervised approach to optimize and evaluate the synthesis of non-speech audio effects from a speech production model. We use the Pink Trombone synthesizer as a case study of a simplified production model of the vocal tract to target non-speech human audio signals --yawnings. We selected and optimized the control parameters of the synthesizer to minimize the difference between real and generated audio. We validated the most common optimization techniques reported in the literature and a specifically designed neural network. We evaluated several popular quality metrics as error functions. These include both objective quality metrics and subjective-equivalent metrics. We compared the results in terms of total error and computational demand. Results show that genetic and swarm optimizers outperform least squares algorithms at the cost of executing slower and that specific combinations of optimizers and audio representations offer significantly different results. The proposed methodology could be used in benchmarking other physical models and audio types.

eess.AS