Papers for

sound designers

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.

Loss compression choice improves ddsp parameter fitting accuracy

Rethinking Magnitude Compression in Spectral Losses for DDSP Parameter Estimation

Abstract: Spectral losses for differentiable digital signal processing (DDSP) commonly compress magnitudes, for example by using log-magnitude terms. Such compression mimics human perception, but whether it helps the optimization is less clear, and is usually found only by comparing trained models. In this work, we show that whether compression helps depends on the system's informative region: the region of its dynamic range that carries the information pointing toward the target. To indicate where this region lies without having to train, we introduce concordance, which measures how well a loss orders candidate parameter settings by their distance from the target. We then compare uncompressed, compressed, and combined losses by fitting a modal plate reverb and a subtractive synthesizer model to target sounds. A third system, selected for its low-energy informative region, tests the relationship in the opposite direction. In every system, the loss that matches the informative region performs best: the uncompressed one where the region lies at high energies, and the compressed one where it lies low. Surprisingly, the common combination of both log-magnitude and linear-magnitude terms performs best in none of the systems. Code and audio examples are available at https://github.com/superstem000/compression-analysis

Fri 16 OctSound
The gist
When teaching computers to recreate sounds, it helps to measure how close the computer's guess is to the real sound. People often shrink (compress) parts of the sound to match human hearing better when measuring this. The authors show that whether this shrinking helps depends on where the important sound information lies in the loudness range. They created a new way to test which measurement works best without training the computer first. Their tests show using the right kind of shrinking for the sound's key parts works better than mixing methods.
Open → 2610.22962v1

PhysicsSliders generate realistic impact sounds controlled by physical properties

PhysicsSliders: Learning Physical Controls for Audio Foley Generation

Abstract: Physical properties provide intuitive controls for sounds made by interacting objects. The challenge is to make a generative model respond predictably to these controls, both individually and in combination. We present \method\ (PXS), trained on simulated contact sounds with 15 material, geometry and contact parameters. Two separately trained variants accept direct parameter inputs or numerical captions. PXS controls hardness, size, speed and damping, supports room descriptions and produces spectrally distinct outputs at fixed targets. When controlling damping and size together, specifying thickness improves frequency accuracy and joint target delivery. Measurements from real recordings define effective-damping targets, which simulator inversion maps to generation inputs without real-audio fine-tuning. Across 18 impact classes from five real-audio datasets, PXS-Physical follows these targets with mean grouped Spearman correlation $ρ=0.976$ and class-median error 0.094 dex (a factor of 1.24).

Tue 13 OctSoundArtificial IntelligenceMachine Learning
The gist
Creating sounds that match how objects interact can be tricky, especially when you want to control things like hardness or size. The authors developed PhysicsSliders, a system that learns to generate impact sounds based on physical properties like material, size, and speed. Their model can produce sounds that closely match real recordings across different types of impacts. This makes it easier to create realistic audio effects that respond to intuitive controls.
Open → 2610.18597v1

Metadata and audio features help predict online audio popularity

Predicting Audio Popularity: A Comparative Study of Metadata and Acoustic Features Across Music and Sound Effects

Abstract: This study addresses the prediction of audio popularity on an online sharing platform by leveraging both metadata and acoustic feature representations. Two distinct categories of audio content are considered: music and sound effects. Popularity is formulated as a supervised classification task based on two target variables: the number of downloads and the average user rating. We conduct a comparative evaluation of multiple machine learning models, including Random Forest, XGBoost, and a Neural Network model. Experiments are performed across different feature sets, including metadata, platform-provided descriptors, and eGeMAPS acoustic features. Results indicate that metadata consistently provide the most informative representation for predicting popularity. Nevertheless, acoustic features alone achieve performance significantly above chance level, demonstrating that intrinsic properties of the audio signal contribute to popularity prediction.

Mon 12 OctSoundMachine Learning
The gist
Some sounds like music or effects get downloaded and rated a lot, but predicting which ones will be popular is tricky. The authors studied if details about the audio files (metadata) or the actual sound properties (acoustic features) can predict popularity. They found that metadata usually works best for guessing popularity, but the sound itself also holds useful clues. They used computer programs like Random Forests and Neural Networks to make these predictions.
Open → 2610.16809v1

Model transforms everyday sounds into music notes with real-time control

Sori: Streamable and Controllable Model for Non-musical Audio to Symbolic Music Transformation

Abstract: We introduce Non-musical Audio to Symbolic Music Transformation (NASMT), a novel task that converts non-musical audio into symbolic music representations. Unlike automatic music transcription, which assumes musical input and a unique correct score, NASMT is inherently one-to-many and requires evaluation along two axes: input correspondence and musicality. We present Sori, an encoder--decoder Transformer that addresses this task through domain adversarial training (DAT), which bridges the gap between musical and non-musical audio in the encoder's feature space, and classifier-free guidance (CFG) with a continuous parameter~$γ$ that controls the trade-off between correspondence and musicality at inference time. Across objective metrics and a listening study, Sori provides effective continuous control via $γ$ and compares favorably with instrument-agnostic transcription models. Sori supports real-time streaming on a consumer CPU. Audio examples are available at https://soridemo0320.github.io/sori-demo/.

Sun 11 OctSound
The gist
Turning everyday sounds into musical notes is hard because such sounds don't have a single correct musical form. The authors introduce a task called NASMT that tries to convert any non-musical audio into symbolic music representations, which can vary widely. They built Sori, a Transformer-based model that learns to bridge the gap between musical and non-musical sounds and lets users control how faithful or musical the output is. Sori runs fast enough for live use on a regular computer, and tests show it works well compared to other models.
Open → 2610.15474v1

Audio video editing tool lets users change scenes and sounds together

AV-FlowEdit: Training-Free Prompt-Driven Audio-Visual Editing with Event-Aware Spectral Trajectory Preservation

Abstract: Joint audio-video diffusion models generate synchronized content, but editing existing clips requires target changes without disrupting non-target structure or cross-modal correspondence. We present AV-FlowEdit, a training-free and inversion-free framework for prompt-driven audio-video editing. Our key insight is that source--target flow differences provide both cross-modal editing directions and preservation cues. Under shared perturbations, they jointly update the video and audio branches, supporting visual-only, audio-only, and joint edits while retaining pretrained cross-modal interactions. To suppress drift accumulated during sampling, Cross-Modal Event-Aware Spectral Trajectory Preservation combines flow saliency, aligned audio activity, multiscale low-frequency displacement, and diffusion-stage scheduling. This adaptively preserves unsupported regions while allowing intended audio-visual events. AV-FlowEdit requires no model training, external masks, or optimization-based inversion. Experiments show strong prompt alignment and temporal consistency, together with competitive audio quality and cross-modal coherence.

Fri 9 OctSoundComputer Vision and Pattern Recognition
The gist
Editing video and audio clips together is hard because you want to change some parts without messing up others. The authors created AV-FlowEdit, a tool that lets people edit audio and video by simply describing changes in words, without needing to retrain or reverse the AI model. Their method carefully keeps what should stay the same while making sure the changed parts in sound and picture match well over time. This makes it easier to do editing that feels natural and keeps audio and video in sync.
Open → 2610.13072v1

Relational synthesis creates new consistent sounds from paired audio clips

Relational Synthesis: Structure-Mediated Concatenative Synthesis for Foley and Retrieval-Augmented Audio Generation

Abstract: We ask: given a retrieved source audio $S$ and a separate reference audio $R$, can we synthesize novel audio $Y$ out of this pair $(S,R)$ such that $Y$ remains acoustically consistent with $S$, while not persistently copying segments of $S$ or $R$? The first clause is a well-known goal in Foley audio production, and the second is a well-known issue in neural RAG when $S$ and $R$ are naively injected into neural generators. We show that both clauses can be addressed simultaneously using a method we coin relational synthesis, a variation of concatenative synthesis where target cost is replaced by a relational Gromov-like structural cost. Rather than imitating the content of $R$, relational synthesis exploits it from the "other side of the hill": it transfers the temporal structure and directed amplitude motion of $R$ to reorganize and concatenate the grains of $S$ in a novel manner that protects $S$'s acoustic information. Our experiments show that relational synthesis integrates naturally with neural RAG and produces Foley audio that performs well on metrics measuring temporal agreement, acoustic fidelity, and leakage persistence, while maintaining distribution-level quality and text alignment.

Mon 5 OctSoundArtificial IntelligenceMachine Learning
The gist
Making new sound effects that match an original audio clip without copying parts directly is a tough problem for sound designers. The authors propose relational synthesis, which rearranges tiny pieces of one audio clip using the timing and loudness patterns of another clip, creating a fresh sound that stays true to the original source. Their method avoids copying large segments and blends well with AI audio generation, making it useful for realistic Foley sound production and retrieval-augmented generation tasks.
Open → 2610.05768v1

Synthesizer sound matching becomes faster and more accurate without rendering

Synth-JEPA: Joint Embedding Prediction for Renderer-Free Synthesizer Parameter Search

Abstract: Sound matching can be formulated as optimizing synthesizer parameters against an audio-domain objective. However, objectives derived from generic audio representations are often difficult to optimize, while direct search requires rendering every candidate. We introduce Synth-JEPA, which learns mutually predictive audio and parameter representations from paired synthesizer data. At inference, candidate parameters are scored directly in this learned space, yielding a renderer-free objective whose audio geometry is shaped by parameter correspondences rather than generic audio similarity. We evaluate Synth-JEPA on Surge XT using held-out synthesizer sounds and out-of-domain NSynth and FSD50K targets, against inverse models, direct search, and learned proxy objectives. Synth-JEPA outperforms all baselines in-domain and remains competitive out-of-domain. Its matching quality continues to improve with additional test-time search, allowing compute to be traded for match quality. In pairwise listening tests, listeners preferred Synth-JEPA in 85% of trials overall. Together, these results show that an audio representation with a parameter-induced geometry allows synthesizer sound matching to be approached as an effective renderer-free search problem.

Fri 25 SeptSoundMachine Learning
The gist
Matching sounds made by synthesizers usually needs testing many different settings by actually generating the sound, which takes time. The researchers created a new way called Synth-JEPA that learns a shared understanding of sound and synthesizer settings together. This allows guessing how good a setting is without making the sound first, speeding up the search for the right settings. Their method works better than older ones on known and new sounds, and people also liked the matched sounds more in listening tests.
Open → 2609.31024v1

StepAudio 3 Gen enables versatile audio creation from text inputs

StepAudio 3 Gen Technical Report

Abstract: We introduce StepAudio 3 Gen, a general-purpose audio generation model that supports zero-shot text-to-speech (TTS), voice design, vocal generation, sound effects, music, vibe speech, and mixtures of multiple audio types within a unified framework. At its core, StepAudio 3 Gen is a discrete autoregressive generator that models audio directly over residual vector quantization (RVQ) tokens, departing from the diffusion Transformer-based continuous generation paradigm prevalent in recent general audio models. Its StepAudio Tokenizer represents general audio at 12.5 Hz in a shared $16 \times 2048$ residual code space, jointly quantizing semantic and waveform-level acoustic features so that each code layer preserves both types of information. For generation, the backbone predicts the first codebook along the time axis using autoregressive modeling, while a lightweight causal Transformer completes the remaining fifteen codebooks along the codebook axis. Our study further identifies three key design principles: (1) interference-aware progressive pretraining for acquiring audio capabilities while preserving the textual abilities of the large language model, (2) RVQ Adaptor for effectively incorporating multi-codebook acoustic representations, and (3) discrete autoregressive modeling over a shared representation across general audio domains. With progressive pretraining, multi-task instruction training, and supervised fine-tuning, StepAudio 3 Gen achieves state-of-the-art performance on both TTS and voice design, while retaining strong generation capabilities across speech, vocals, sound effects, and music. Audio samples are available at https://stepaudiollm.github.io/step-audio-3-gen/.

Fri 11 SeptSound
The gist
Creating different kinds of audio like speech, singing, sound effects, and music all with one tool is hard. The authors built StepAudio 3 Gen, which can create many types of sounds from text without needing extra training for each audio type. It uses a new way to break down and predict audio pieces that keeps both meaning and sound details. This method lets StepAudio 3 Gen produce high-quality voices and other sounds all in a single system.
Open → 2609.12945v1