Abstract:This work addresses the lack of multimodal generative models capable of producing high-quality videos with spatially aligned audio. While recent advancements in generative models have been successful in video generation, they often overlook the spatial alignment between audio and visuals, which is essential for immersive experiences. To tackle this problem, we establish a new research direction in benchmarking Spatially Aligned Audio-Video Generation (SAVG). We propose three key components for the benchmark: dataset, baseline, and metrics. We introduce a spatially aligned audio-visual dataset, derived from an audio-visual dataset consisting of multichannel audio, video, and spatiotemporal annotations of sound events. We propose a baseline audio-visual diffusion model focused on stereo audio-visual joint learning to accommodate spatial sound. Finally, we present metrics to evaluate video and spatial audio quality, including a new spatial audio-visual alignment metric. Our experimental result demonstrates that gaps exist between the baseline model and ground truth in terms of video and audio quality, and spatial alignment between both modalities.
Abstract:We demonstrate the efficacy of using intermediate representations from a single foundation model to enhance various music downstream tasks. We introduce SoniDo, a music foundation model (MFM) designed to extract hierarchical features from target music samples. By leveraging hierarchical intermediate features, SoniDo constrains the information granularity, leading to improved performance across various downstream tasks including both understanding and generative tasks. We specifically evaluated this approach on representative tasks such as music tagging, music transcription, music source separation, and music mixing. Our results reveal that the features extracted from foundation models provide valuable enhancements in training downstream task models. This highlights the capability of using features extracted from music foundation models as a booster for downstream tasks. Our approach not only benefits existing task-specific models but also supports music downstream tasks constrained by data scarcity. This paves the way for more effective and accessible music processing solutions.
Abstract:We present OpenMU-Bench, a large-scale benchmark suite for addressing the data scarcity issue in training multimodal language models to understand music. To construct OpenMU-Bench, we leveraged existing datasets and bootstrapped new annotations. OpenMU-Bench also broadens the scope of music understanding by including lyrics understanding and music tool usage. Using OpenMU-Bench, we trained our music understanding model, OpenMU, with extensive ablations, demonstrating that OpenMU outperforms baseline models such as MU-Llama. Both OpenMU and OpenMU-Bench are open-sourced to facilitate future research in music understanding and to enhance creative music production efficiency.
Abstract:Personalized text-to-image diffusion models have grown popular for their ability to efficiently acquire a new concept from user-defined text descriptions and a few images. However, in the real world, a user may wish to personalize a model on multiple concepts but one at a time, with no access to the data from previous concepts due to storage/privacy concerns. When faced with this continual learning (CL) setup, most personalization methods fail to find a balance between acquiring new concepts and retaining previous ones -- a challenge that continual personalization (CP) aims to solve. Inspired by the successful CL methods that rely on class-specific information for regularization, we resort to the inherent class-conditioned density estimates, also known as diffusion classifier (DC) scores, for continual personalization of text-to-image diffusion models. Namely, we propose using DC scores for regularizing the parameter-space and function-space of text-to-image diffusion models, to achieve continual personalization. Using several diverse evaluation setups, datasets, and metrics, we show that our proposed regularization-based CP methods outperform the state-of-the-art C-LoRA, and other baselines. Finally, by operating in the replay-free CL setup and on low-rank adapters, our method incurs zero storage and parameter overhead, respectively, over the state-of-the-art.
Abstract:Recent advances in generative models that iteratively synthesize audio clips sparked great success to text-to-audio synthesis (TTA), but with the cost of slow synthesis speed and heavy computation. Although there have been attempts to accelerate the iterative procedure, high-quality TTA systems remain inefficient due to hundreds of iterations required in the inference phase and large amount of model parameters. To address the challenges, we propose SpecMaskGIT, a light-weighted, efficient yet effective TTA model based on the masked generative modeling of spectrograms. First, SpecMaskGIT synthesizes a realistic 10s audio clip by less than 16 iterations, an order-of-magnitude less than previous iterative TTA methods. As a discrete model, SpecMaskGIT outperforms larger VQ-Diffusion and auto-regressive models in the TTA benchmark, while being real-time with only 4 CPU cores or even 30x faster with a GPU. Next, built upon a latent space of Mel-spectrogram, SpecMaskGIT has a wider range of applications (e.g., the zero-shot bandwidth extension) than similar methods built on the latent wave domain. Moreover, we interpret SpecMaskGIT as a generative extension to previous discriminative audio masked Transformers, and shed light on its audio representation learning potential. We hope our work inspires the exploration of masked audio modeling toward further diverse scenarios.
Abstract:In motion generation, controllability as well as generation quality and speed is becoming more and more important. There are various motion editing tasks, such as in-betweening, upper body editing, and path-following, but existing methods perform motion editing with a data-space diffusion model, which is slow in inference compared to a latent diffusion model. In this paper, we propose MoLA, which provides fast and high-quality motion generation and also can deal with multiple editing tasks in a single framework. For high-quality and fast generation, we employ a variational autoencoder and latent diffusion model, and improve the performance with adversarial training. In addition, we apply a training-free guided generation framework to achieve various editing tasks with motion control inputs. We quantitatively show the effectiveness of adversarial learning in text-to-motion generation, and demonstrate the applicability of our editing framework to multiple editing tasks in the motion domain.
Abstract:In recent years, with the realistic generation results and a wide range of personalized applications, diffusion-based generative models gain huge attention in both visual and audio generation areas. Compared to the considerable advancements of text2image or text2audio generation, research in audio2visual or visual2audio generation has been relatively slow. The recent audio-visual generation methods usually resort to huge large language model or composable diffusion models. Instead of designing another giant model for audio-visual generation, in this paper we take a step back showing a simple and lightweight generative transformer, which is not fully investigated in multi-modal generation, can achieve excellent results on image2audio generation. The transformer operates in the discrete audio and visual Vector-Quantized GAN space, and is trained in the mask denoising manner. After training, the classifier-free guidance could be deployed off-the-shelf achieving better performance, without any extra training or modification. Since the transformer model is modality symmetrical, it could also be directly deployed for audio2image generation and co-generation. In the experiments, we show that our simple method surpasses recent image2audio generation methods. Generated audio samples can be found at https://docs.google.com/presentation/d/1ZtC0SeblKkut4XJcRaDsSTuCRIXB3ypxmSi7HTY3IyQ
Abstract:Sound event localization and detection (SELD) systems estimate direction-of-arrival (DOA) and temporal activation for sets of target classes. Neural network (NN)-based SELD systems have performed well in various sets of target classes, but they only output the DOA and temporal activation of preset classes that are trained before inference. To customize target classes after training, we tackle zero- and few-shot SELD tasks, in which we set new classes with a text sample or a few audio samples. While zero-shot sound classification tasks are achievable by embedding from contrastive language-audio pretraining (CLAP), zero-shot SELD tasks require assigning an activity and a DOA to each embedding, especially in overlapping cases. To tackle the assignment problem in overlapping cases, we propose an embed-ACCDOA model, which is trained to output track-wise CLAP embedding and corresponding activity-coupled Cartesian direction-of-arrival (ACCDOA). In our experimental evaluations on zero- and few-shot SELD tasks, the embed-ACCDOA model showed a better location-dependent scores than a straightforward combination of the CLAP audio encoder and a DOA estimation model. Moreover, the proposed combination of the embed-ACCDOA model and CLAP audio encoder with zero- or few-shot samples performed comparably to an official baseline system trained with complete train data in an evaluation dataset.
Abstract:This paper summarizes the cinematic demixing (CDX) track of the Sound Demixing Challenge 2023 (SDX'23). We provide a comprehensive summary of the challenge setup, detailing the structure of the competition and the datasets used. Especially, we detail CDXDB23, a new hidden dataset constructed from real movies that was used to rank the submissions. The paper also offers insights into the most successful approaches employed by participants. Compared to the cocktail-fork baseline, the best-performing system trained exclusively on the simulated Divide and Remaster (DnR) dataset achieved an improvement of 1.8dB in SDR whereas the top performing system on the open leaderboard, where any data could be used for training, saw a significant improvement of 5.7dB.
Abstract:While direction of arrival (DOA) of sound events is generally estimated from multichannel audio data recorded in a microphone array, sound events usually derive from visually perceptible source objects, e.g., sounds of footsteps come from the feet of a walker. This paper proposes an audio-visual sound event localization and detection (SELD) task, which uses multichannel audio and video information to estimate the temporal activation and DOA of target sound events. Audio-visual SELD systems can detect and localize sound events using signals from a microphone array and audio-visual correspondence. We also introduce an audio-visual dataset, Sony-TAu Realistic Spatial Soundscapes 2023 (STARSS23), which consists of multichannel audio data recorded with a microphone array, video data, and spatiotemporal annotation of sound events. Sound scenes in STARSS23 are recorded with instructions, which guide recording participants to ensure adequate activity and occurrences of sound events. STARSS23 also serves human-annotated temporal activation labels and human-confirmed DOA labels, which are based on tracking results of a motion capture system. Our benchmark results show that the audio-visual SELD system achieves lower localization error than the audio-only system. The data is available at https://zenodo.org/record/7880637.