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新论文 · v1arXiv:2611.11834

Reverberant Speech Conditioning for Material-Aware Acoustic Parameter Mapping

Yi Wu, Olha Townsend, Qianqian Fang, Magdalena Fuentes, You Zhang

原文摘要

Dense maps of room acoustic parameters (T30, EDT, C50, DRR) describe how a room sounds at every position. Scene-wide estimation predicts such maps from a floor plan but requires a reference impulse response, which is hard to obtain. Our system instead receives a floor plan and easily recorded reverberant speech from one talker-microphone pair. We compare four speech-derived conditioning inputs: MFCCs, an embedding from the blind estimator BERP, BERP's scalar reverberation-time estimate, and an impulse response reconstructed by Rec-RIR. Our main benchmark is the MRAS dataset, where material assignments vary at fixed geometry. The reconstructed impulse response performs best among the four inputs, reducing T30 error from 31.5% with the floor plan alone to 19.9%, 83% of the reduction achieved by the reference response. We find that adding speech mainly sets the overall level of the map, with little improvement in predicting how the acoustics vary across the room.

cs.SD

新论文 · v1arXiv:2611.08695

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

Giovana Morais, Hugo Flores García, Prem Seetharaman, Johannes Imort, Justin Salamon, Magdalena Fuentes, Oriol Nieto

原文摘要

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.

cs.SD · cs.AI

新论文 · v1arXiv:2610.38276

MixCards: Evaluating Structured Descriptions of Multi-Source Sound Scenes

Sripathi Sridhar, Yujin Kim, Giovana Morais, Liang-Yuan Wu, Mehmet Atilay Kucukoglu, Prem Seetharaman, Lloyd May, Mark Cartwright 等 9 位作者

原文摘要

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/

cs.SD · eess.AS