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Prem Seetharaman

Publications and source records attributed to Prem Seetharaman.

At least 19 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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MixCards: Evaluating Structured Descriptions of Multi-Source Sound Scenes

Audio captioning benchmarks typically evaluate a single unstructured free-text description of an audio scene, providing limited insight into how a model fails to understand polyphonic audio. A plausible caption may omit a source, or conflate multiple sources into one, or assign an attribute of one source to another, and conventional captioning evaluation cannot locate these errors. We introduce MixCardBench, a benchmark for structured captioning of polyphonic audio, which evaluates models in two stages: first, identifying and temporally localizing the sources in a scene, and second, generating a structured MixCard describing the semantic, temporal, and acoustic properties of each source. The benchmark contains 4884 ecologically plausible synthetic soundscapes with up to nine overlapping speech, music and sound effects sources built from high-quality recordings and source-level annotations, where each source has a reference MixCard. We evaluate six state-of-the-art large audio language models and find substantial limitations in current models, which struggle considerably with speech and sound effects timing and detection, with the strongest model reaching only around 60% mean card-field score. Performance varies significantly across attributes, exposing capability differences that are hidden by aggregate caption scores. We assess the quality and ecological validity of MixCardBench through human validation, distribution matching and a listening study, and show that human corrections have little effect on model rankings, and our synthesized soundscapes are closer to in-the-wild YouTube videos than source guided but otherwise random synthesis. The benchmark dataset and code are publicly available, and demo examples are at https://mixcards-anon.github.io/mixcards-demo/

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CrossEdit: Cross-Modal Training Enables Rich Audio-Visual Editing

Multimedia editing requires generative models to interpret complex, compositional instructions and modify only the desired elements across modalities, a capability largely beyond existing systems. Current approaches are typically limited to simple, single-attribute edits within one modality, since diverse, high-quality editing pairs are hard to obtain, especially for cross-modal tasks where aligned audiovisual (AV) data is scarce. We present CrossEdit, a unified omni-modal editing model for images, audio, and video that performs AV movie scene edits zero-shot through cross-modal transfer. Our key observation is that complex instruction-following, once learned in any modality, generalizes to others. We exploit the additive nature of acoustic signals to procedurally generate large-scale audio editing pairs with compositional instructions, and show that fine-tuning on this synthetic data and self-supervised AV masked reconstruction, alongside a targeted set of curated cross-modal tasks, induces instruction-following that transfers zero-shot to unseen modality and instruction combinations. To evaluate this capability, we release CrossEditBench, a human-annotated benchmark of AV edits on movie scenes, and propose AV-FES, a metric that jointly scores instruction following and consistency. We show that our proposed techniques improve performance on zero-shot AV movie scene editing, while maintaining or improving performance on lip-synced speech editing and standard image, video, and audio editing benchmarks. Demos are available at https://wanchichen.github.io/crossedit/.

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TAC2: Timestamped Audio Captioning as composable functions

Real-world audio applications require precise, queryable representations grounded in physical time. Yet modern Large Audio-Language Models (LALMs) increasingly favor conversational generation, producing free-form descriptions that conflate acoustic perception with higher-level reasoning and lack precise temporal grounding. We introduce TAC2, a foundation model that casts timestamped audio captioning as composable functions to construct granular, speaker-attributed acoustic timelines directly from in-the-wild audio. To avoid prohibitively expensive manual annotation, we programmatically fuse complementary predictions from specialized weak teachers through time-registered IoU matching. We model the resulting multi-granularity schema of timestamped events, speaker turns, and fine-grained speech attributes using an Instruction-Input-Output (IIO) completion format, in which each task is a function of the audio, an instruction, and an optional input. A single call decodes the full description autonomously, while composing calls lets earlier outputs or external priors, such as a reference transcript, condition later ones. We further extend TAC2 with expressive speech attributes to obtain TAC2-S, using parameter-efficient specialists to elicit latent paralinguistic capabilities from the pre-trained backbone and distill them into a unified model. We validate the resulting representation in two complementary settings. Paired with frozen text-only LLMs, it yields strong spoken audio understanding across diverse reasoning backends, demonstrating the utility of decoupling fine-grained acoustic perception from downstream reasoning. Used as paired supervision for text-to-audio generation, it supports semantically and temporally grounded reconstruction, together with explicit zero-shot control over event timing, speaker attributes, and word-level emphasis.

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PromptSep-Speaker: Generative Target Speaker Extraction via Multimodal Prompting and Semantic Alignment

Target speaker extraction (TSE) isolates a desired speaker from a multi-speaker mixture using cues that identify the target. Prior work has explored acoustic and textual cues, such as enrollment audio and different types of speaker descriptors, but typically relies on a single cue family. Yet no single cue is both broadly available and reliably discriminative. Moreover, most TSE systems adopt mask-prediction models, which are prone to audible artifacts and generalize poorly across acoustic conditions. To address these limitations, we propose PromptSep-Speaker, a generative TSE model based on latent diffusion that unifies four interchangeable cues: speaker temporal order, transcript, enrollment audio, and speaker caption. The generative formulation delivers higher separation quality and multi-modal prompting improves applicability across scenarios. To fully exploit each cue, we further introduce a frozen WavLM representation with an auxiliary alignment loss that supervises query-mixture cross-attention without extra labeling. Across four evaluation sets and a listening study, PromptSep-Speaker achieves state-of-the-art performance over TSE and universal source separation baselines, improving separation accuracy and quality across cue modalities.

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TAC: Timestamped Audio Captioning

Large Audio Language Models struggle to disentangle overlapping events in complex acoustic scenes, yielding temporally inconsistent captions and frequent hallucinations. We introduce Timestamped Audio Captioner (TAC), a model that produces temporally grounded audio descriptions at varying degrees of detail and resolution. TAC is trained with a synthetic data pipeline that constructs challenging and dynamic mixtures from real-world audio sources, enabling robust learning under realistic polyphonic conditions. Across event detection and dense captioning, TAC outperforms all competing methods, with a low hallucination rate and accurate temporal grounding. We also introduce TAC-V, an audio-visual pipeline to generate semantically rich audio-visual descriptions. We then show that TAC and TAC-V serves as a "semantic bridge" for a text-only reasoner: a simple TAC$\rightarrow$LLM and TAC-V$\rightarrow$LLM cascade achieves state-of-the-art scores on benchmarks for both audio (MMAU-Pro, MMSU, MMAR) and audio-visual (DailyOmni, VideoHolmes) understanding and reasoning respectively.

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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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Taming Audio VAEs via Target-KL Regularization

Latent diffusion models have emerged as the dominant paradigm for many generation tasks including audio generation such as text-to-audio, text-to-music and text-to-speech. A key component of latent diffusion is an autoencoder (VAE) that compresses high-dimensional signals into a low frame rate continuous representation that is conducive for downstream prediction. Regularizing these VAEs is challenging, as there is a trade-off between over-regularized (poor output quality) and under-regularized (difficult to predict) latent representations. We propose a framework for studying this trade-off through compression and train Audio VAEs at specific bitrates via target-KL regularization. This allows direct comparison to well-studied discrete neural audio codec models, and the construction of rate-distortion curves for audio VAEs. We evaluate the impact of target-KL regularization on text-to-sound generation and find that sweeping compression rates is helpful in identifying the optimal generation setting.

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Audio Hallucination Attacks: Probing the Reliability of Large Audio Language Models

Large Audio Language Models (LALMs) achieve strong performance on audio-language tasks; however, their reliability in real-world settings remains underexplored. We introduce Audio Hallucination Attacks (AHA), an attack suite called AHA-Eval, comprising 6.5K QA pairs designed to test whether LALMs genuinely ground their responses in the audio input. AHA targets two attack surfaces: (i) query-based attacks, which exploit question structure to induce hallucinations about absent sounds, and (ii) audio-based attacks, which inject synthetic speech describing non-existent events into the audio stream. Evaluating state-of-the-art LALMs, including Audio Flamingo 3 and Gemini 3 Pro, we observe high attack success rates of 95.35% and 79.65%, respectively, revealing a reliability gap that is hidden by standard benchmark performance. To mitigate this, we propose a 120K QA post-alignment dataset, AHA-Guard, which successfully reduces attack success rates by up to 49%.

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AudioChat: Unified Audio Storytelling, Editing, and Understanding with Transfusion Forcing

Despite recent breakthroughs, audio foundation models struggle in processing complex multi-source acoustic scenes. We refer to this challenging domain as audio stories, which can have multiple speakers and background/foreground sound effects. Compared to traditional audio processing tasks, audio stories introduce new layers of semantic, temporal, and physical complexity. To address this challenge, we propose AudioChat, a framework for developing audio foundation models that can generate, edit, and understand audio stories. AudioChat introduces a new paradigm in which LLM-based toolcalling agents simulate interactions between users and the system, and these simulated dialogues are used as training data. We also introduce a novel Audio Transfusion Forcing objective to train the AudioChat model, allowing it to simultaneously decompose high-level instructions via structured chain-of-thought reasoning and perform interactive multi-turn audio understanding/generation. To evaluate generation and editing performance, we develop three new metrics that directly measure task performance instead of relying upon distribution-based scoring. We highly encourage readers to visit our demo to better understand the capabilities of AudioChat: https://wanchichen.github.io/audiochat/.

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Generative Audio Extension and Morphing

In audio-related creative tasks, sound designers often seek to extend and morph different sounds from their libraries. Generative audio models, capable of creating audio using examples as references, offer promising solutions. By masking the noisy latents of a DiT and applying a novel variant of classifier-free guidance on such masked latents, we demonstrate that: (i) given an audio reference, we can extend it both forward and backward for a specified duration, and (ii) given two audio references, we can morph them seamlessly for the desired duration. Furthermore, we show that by fine-tuning the model on different types of stationary audio data we mitigate potential hallucinations. The effectiveness of our method is supported by objective metrics, with the generated audio achieving Fréchet Audio Distances (FADs) comparable to those of real samples from the training data. Additionally, we validate our results through a subjective listener test, where subjects gave positive ratings to the proposed model generations. This technique paves the way for more controllable and expressive generative sound frameworks, enabling sound designers to focus less on tedious, repetitive tasks and more on their actual creative process.

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Audiocards: Structured Metadata Improves Audio Language Models For Sound Design

Sound designers search for sounds in large sound effects libraries using aspects such as sound class or visual context. However, the metadata needed for such search is often missing or incomplete, and requires significant manual effort to add. Existing solutions to automate this task by generating metadata, i.e. captioning, and search using learned embeddings, i.e. text-audio retrieval, are not trained on metadata with the structure and information pertinent to sound design. To this end we propose audiocards, structured metadata grounded in acoustic attributes and sonic descriptors, by exploiting the world knowledge of LLMs. We show that training on audiocards improves downstream text-audio retrieval, descriptive captioning, and metadata generation on professional sound effects libraries. Moreover, audiocards also improve performance on general audio captioning and retrieval over the baseline single-sentence captioning approach. We release a curated dataset of sound effects audiocards to invite further research in audio language modeling for sound design.

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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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PromptSep: Generative Audio Separation via Multimodal Prompting

Recent breakthroughs in language-queried audio source separation (LASS) have shown that generative models can achieve higher separation audio quality than traditional masking-based approaches. However, two key limitations restrict their practical use: (1) users often require operations beyond separation, such as sound removal; and (2) relying solely on text prompts can be unintuitive for specifying sound sources. In this paper, we propose PromptSep to extend LASS into a broader framework for general-purpose sound separation. PromptSep leverages a conditional diffusion model enhanced with elaborated data simulation to enable both audio extraction and sound removal. To move beyond text-only queries, we incorporate vocal imitation as an additional and more intuitive conditioning modality for our model, by incorporating Sketch2Sound as a data augmentation strategy. Both objective and subjective evaluations on multiple benchmarks demonstrate that PromptSep achieves state-of-the-art performance in sound removal and vocal-imitation-guided source separation, while maintaining competitive results on language-queried source separation.

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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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FLAM: Frame-Wise Language-Audio Modeling

Recent multi-modal audio-language models (ALMs) excel at text-audio retrieval but struggle with frame-wise audio understanding. Prior works use temporal-aware labels or unsupervised training to improve frame-wise capabilities, but they still lack fine-grained labeling capability to pinpoint when an event occurs. While traditional sound event detection models can precisely localize events, they are limited to pre-defined categories, making them ineffective for real-world scenarios with out-of-distribution events. In this work, we introduce FLAM, an open-vocabulary contrastive audio-language model capable of localizing specific sound events. FLAM employs a memory-efficient and calibrated frame-wise objective with logit adjustment to address spurious correlations, such as event dependencies and label imbalances during training. To enable frame-wise supervision, we leverage a large-scale dataset with diverse audio events, LLM-generated captions and simulation. Experimental results and case studies demonstrate that FLAM significantly improves the open-vocabulary localization capability while maintaining strong performance in global retrieval and downstream tasks.

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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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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.

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