Papers for

game audio engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Spatial audio generation and editing with improved 3D sound control

Spatial Audio Generation and Editing with Executable Plans and Self-Distilling Transfusion

Abstract: Spatial audio authoring coordinates source decisions with soundfield synthesis. For editing, plans specify what to change and retain, while reference audio supplies further acoustic detail. We present AMBIT, a unified framework for native First-Order Ambisonics (FOA) generation and editing with three connected contributions. First, a shared Transfusion backbone couples autoregressive planning with rectified-flow rendering through executable ScenePlans that specify source content, activity, and 3D trajectories. For editing, the plan describes the full target scene, including retained sources; contrastive features ground the requested change, while full reference latents supply residual acoustic detail for preservation. Second, an FOA-aware continuous VAE combines shared-decoder omnidirectional recovery, asymmetric grouped KL, and spatial covariance matching to preserve content and inter-channel structure. Third, joint Transfusion on-policy self-distillation (OPSD) refines planning on student-generated prefixes and rendering at sampling states reached under student plans, with target-conditioned teachers supervising both modes of the shared student. Evaluations across speech, music, and sound show improved generation content and spatial quality, acoustic fidelity during instruction-guided editing, and unedited-source preservation over the compared baselines. Project page: https://wjm-george.github.io/AMBIT/

Sun 25 OctSoundArtificial Intelligence
The gist
Creating and editing spatial audio, which places sounds in 3D space, is tricky because it requires coordinating what sounds happen, where, and when. The authors offer a new system called AMBIT that uses detailed executable plans to specify the sound sources and their movements. Their approach also uses a special machine learning model to keep the complex audio details and spatial relationships between sound channels accurate. Finally, they improve the system by training it to better predict and correct its outputs during generation. This leads to clearer, more precise 3D sounds and better editing of existing spatial audio.
Open → 2610.34415v1

Emo-BPO improves control of emotional speech in AI voices

Emo-BPO: Emotion Bidirectional Preference Optimization for Diffusion-based Emotional TTS

Abstract: Diffusion-based TTS has demonstrated strong capability in emotional speech generation. However, existing emotion alignment methods primarily reinforce target emotional expressions while overlooking modeling of competing emotional modes, limiting fine-grained controllability. This issue becomes more pronounced under classifier-free guidance (CFG), which relies on contrasting conditional trajectories to shape generation. We propose Emotion Bidirectional Preference Optimization (Emo-BPO), a simple effective framework that jointly learns emotion-aligned and emotion-contrastive score functions from reordered same-text emotional pairs. Our method requires neither auxiliary reward models nor additional annotations, and can be seamlessly integrated into existing diffusion-based TTS systems to improve emotional controllability and expressiveness.

Fri 9 OctSound
The gist
Text-to-speech (TTS) systems can make voices speak with emotions, but controlling those emotions precisely is hard. This paper proposes a new method called Emotion Bidirectional Preference Optimization (Emo-BPO) that better tells the system how to balance the intended emotion against other possible emotions. This approach helps produce clearer and more expressive emotional speech without needing extra training data or complex reward systems. The method works with existing TTS technologies to make emotional speech sound more natural and controllable.
Open → 2610.12958v1

WorldSonus generates real-time spatial sound matched to virtual scenes

WorldSonus: Bringing Sound to Worlds

Abstract: Recent advances in world models have enabled increasingly realistic visual synthesis. However, these generated environments remain largely silent. Bringing sound to world models poses three core challenges: real-time generation to keep pace with interactive video streams, interactive control to respond to mid-stream sound instructions, and spatially aligned stereo to reflect scene geometry and camera motion. To address these demands, we introduce WorldSonus, an interactive video-to-audio framework designed for real-time spatial sound synthesis in world models. For real-time generation, WorldSonus employs a streaming causal autoregressive diffusion architecture that synthesizes audio chunks at a low real-time factor (RTF) of 0.41. For interactive control, we incorporate an audio-centric captioning pipeline with chunk-indexed prompt scheduling, enabling dynamic manipulation of sound events during generation. For spatial alignment, we leverage high-quality stereo supervision curated from diverse stereo and ambisonic data. Extensive experiments demonstrate that while tailored for world models, WorldSonus generalizes effectively to open-domain video-to-audio benchmarks, matching or outperforming state-of-the-art bidirectional models in both acoustic quality and spatial alignment. Project page: https://noizai.github.io/WorldSonus/

Tue 6 OctSoundArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Most computer-generated virtual worlds are visually detailed but lack realistic sounds that match what you see and where you look. The authors developed WorldSonus, a system that creates audio in real time as you interact with virtual scenes, adjusting sounds based on where the camera moves and even changing sound events when you give commands. Their approach produces stereo sound that reflects the environment’s geometry and keeps up with video smoothly. Tests show WorldSonus performs well compared to other methods, working not just for controlled virtual worlds but also on general videos.
Open → 2610.08760v1

MeanVoiceFlow2 speeds up zero-shot voice conversion with quality

MeanVoiceFlow2: Joint Optimization of Mean Flow and Content Encoder for Fast One-Step Zero-Shot Voice Conversion

Abstract: Flow-matching approaches to voice conversion (VC) have gained attention owing to their high speech quality and strong speaker similarity. Among them, one-step models such as MeanVoiceFlow are particularly attractive because they enable efficient inference; however, their reliance on a computationally intensive content encoder remains a bottleneck. We therefore propose MeanVoiceFlow2, a framework that jointly optimizes a flow-based conversion module and a computationally efficient content encoder. The model is trained through conversion distillation using MeanVoiceFlow and the reconstruction of real data. We further incorporate diffusion-GAN training with sample mixing and teacher-guided conditioning augmentation to enhance realism and disentanglement. Experiments on zero-shot VC showed that MeanVoiceFlow2 achieved higher perceptual quality and approximately $9\times$ faster inference than MeanVoiceFlow while maintaining comparable speaker similarity. Audio samples are available at https://www.kecl.ntt.co.jp/people/kaneko.takuhiro/projects/meanvoiceflow2/.

Wed 30 SeptSoundArtificial IntelligenceMachine Learning
The gist
Voice conversion changes one person's speech to sound like another's. Existing good methods are slow because they use complex steps to understand the speech content. The authors developed MeanVoiceFlow2, a new approach that trains the speech conversion and content understanding parts together to make the process about nine times faster. It keeps the quality and speaker likeness high while speeding things up. This could help use voice conversion more easily in real-time or mobile settings.
Open → 2609.40087v1

Autoregressive text to speech models gain on the fly speaking rate control

Controlling Speaking Rate in Autoregressive TTS via Activation Steering

Abstract: Autoregressive text-to-speech (TTS) systems synthesize natural speech but, once trained, offer little control over speaking rate. We show that speaking rate can be steered at inference time, without retraining, by clamping a single decoder block's activation along a discovered speed axis. A decoder-block analysis recovers the rate axis, a neutral operating point, and a per-step intensity scale; at inference, the activation's projection onto this axis is set to a fixed scalar. Learning this direction from synthetically time-stretched and time-compressed speech yields rate control that largely preserves speaker identity, generalizes across model architectures, and maintains high naturalness in objective and human evaluations. Unlike standard additive steering, which breaks at the slow extreme, clamping remains stable on all three systems tested; at moderate targets, the better rule depends on the model. Finally, we show that rate information is decodable across layers but causally steerable only within a mid-depth window, and demonstrate the effectiveness of our approach on the public Seed-TTS-Eval benchmark.

Sun 27 SeptSoundComputation and LanguageMachine Learning
The gist
Text-to-speech systems that create natural-sounding voices usually cannot easily change how fast they talk after they are trained. The authors found a way to adjust the speaking speed during speech generation by modifying a specific internal part of the model. They identify a direction in the model’s activations related to speech rate, allowing them to clamp and control this speed without retraining. This method keeps the speaker's unique voice and sounds natural, and it works well across different models and in tests with humans.
Open → 2609.33810v1

Modeling joint audio and parameter distributions improves synthesizer inversion

Off-manifold robustness in synthesizer inversion with joint distribution flow matching

Abstract: Recent work on synthesizer inversion shows that generative models outperform deterministic approaches by explicitly modeling the ambiguity in mapping audio to parameters. Training such models, however, requires audio-parameter pairs, which are typically obtained by rendering sampled or preset parameters through the synthesizer itself. This creates a train-test mismatch that can degrade performance on off-manifold real-world recordings, for which ground-truth parameter annotations do not exist. To circumvent this obstacle, we propose to model the joint distribution of audio and parameters with a multi-modal continuous normalizing flow using independent noise schedules for each modality. This formulation allows us to train joint and conditional densities with paired synthesizer data, while unpaired real recordings can train the audio marginal alone, exposing the model to off-manifold signals without requiring parameter labels. Further, because the model learns to map from audio to parameters at all noise levels, we find that partially noising the audio reference at inference improves real-audio reconstruction, consistent with reducing sensitivity to distribution-specific detail while preserving coarse structure. Evaluating on Surge XT and Dexed, we find that modelling the joint distribution substantially improves both inversion of real-world and in-domain audio.

Thu 24 SeptSound
The gist
Synthesizers turn settings (parameters) into sound, but figuring out which settings created a particular sound can be tricky because many settings can produce similar sounds. The authors propose a new method that learns the connection between sounds and settings by looking at both together, even when some real-world sounds don’t have known settings. This lets their method guess the settings more accurately for real recordings. They also found that adding some noise to sounds during guessing helps improve the results.
Open → 2609.29320v1

Speech system improves natural sounds with better nv vocalizations

Modeling, Scaling, and Decoding: Optimizing Controllable Speech Generation with Nonverbal Vocalizations

Abstract: Controllable synthesis of nonverbal vocalizations (NVVs) is es- sential for natural and expressive speech, but remains challeng- ing due to their acoustic diversity and imbalanced distribution in existing corpora. To address these challenges, we develop an NVV-aware DiTAR system that models continuous speech latents, encodes the 16 target NVV categories as dedicated to- kens, and adapts stop prediction to distinguish mid-utterance vocalizations from utterance boundaries. Training begins with large-scale bilingual pre-training on diverse NVV speech, fol- lowed by continued supervised fine-tuning on a corpus en- hanced through targeted synthetic augmentation and frequency- aware rebalancing. At inference time, we select the acoustic prompt, tune the LM-guidance and noise-injection scales, and apply Best-of-N sampling with multi-metric selection to re- duce generation failures. The final system achieves an official weighted bilingual score of 62.786, ranking first in Mandarin, second in English, and first overall among participating systems in Track 2 of the ISCSLP 2026 NVVSpeech Challenge. Ab- lation studies show that targeted augmentation benefits under- represented NVV categories the most, while robust candidate selection requires balancing NVV correctness, lexical fidelity, and perceptual quality.

Sun 13 SeptArtificial Intelligence
The gist
Making speech sound natural and expressive can be tricky, especially when including nonverbal sounds like laughs or sighs, which are very different and often rare in speech recordings. The authors created a system that treats these nonverbal sounds as special tokens during training and uses smart data tricks to balance how often each sound appears. Their system learns from lots of data in both Mandarin and English, improving its ability to generate these sounds correctly. Tests show it performs very well, ranking top among similar systems.
Open → 2609.14231v1