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cs.SD updates on arXiv.org

Mutual Forcing: Dual-Mode Self-Evolution for Fast Autoregressive Audio-Video Character Generation WhisperPipe: A Resource-Efficient Streaming Architecture for Real-Time Automatic Speech Recognition Walking Through Uncertainty: An Empirical Study of Uncertainty Estimation for Audio-Aware Large Language Models PSP: An Interpretable Per-Dimension Accent Benchmark for Indic Text-to-Speech Praxy Voice: Voice-Prompt Recovery + BUPS for Commercial-Class Indic TTS from a Frozen Non-Indic Base at Zero Commercial-Training-Data Cost Korean aegyo speech shows systematic F1 increase to signal childlike qualities All That Glitters Is Not Audio: Rethinking Text Priors and Audio Reliance in Audio-Language Evaluation RAS: a Reliability Oriented Metric for Automatic Speech Recognition Speech Enhancement Based on Drifting Models HeadRouter: Dynamic Head-Weight Routing for Task-Adaptive Audio Token Pruning in Large Audio Language Models Hallo-Live: Real-Time Streaming Joint Audio-Video Avatar Generation with Asynchronous Dual-Stream and Human-Centric Preference Distillation Talker-T2AV: Joint Talking Audio-Video Generation with Autoregressive Diffusion Modeling Robust Audio-Text Retrieval via Cross-Modal Attention and Hybrid Loss Spectro-Temporal Modulation Representation Framework for Human-Imitated Speech Detection UniSonate: A Unified Model for Speech, Music, and Sound Effect Generation with Text Instructions Do LLM Decoders Listen Fairly? Benchmarking How Language Model Priors Shape Bias in Speech Recognition Materialistic RIR: Material Conditioned Realistic RIR Generation SpeechParaling-Bench: A Comprehensive Benchmark for Paralinguistic-Aware Speech Generation ONOTE: Benchmarking Omnimodal Notation Processing for Expert-level Music Intelligence From Image to Music Language: A Two-Stage Structure Decoding Approach for Complex Polyphonic OMR ATIR: Towards Audio-Text Interleaved Contextual Retrieval Enhancing Speaker Verification with Whispered Speech via Post-Processing Environmental Sound Deepfake Detection Using Deep-Learning Framework Towards Streaming Target Speaker Extraction via Chunk-wise Interleaved Splicing of Autoregressive Language Model BEAT: Tokenizing and Generating Symbolic Music by Uniform Temporal Steps Deep Supervised Contrastive Learning of Pitch Contours for Robust Pitch Accent Classification in Seoul Korean HalluAudio: A Comprehensive Benchmark for Hallucination Detection in Large Audio-Language Models UAF: A Unified Audio Front-end LLM for Full-Duplex Speech Interaction Voice of India: A Large-Scale Benchmark for Real-World Speech Recognition in India Tadabur: A Large-Scale Quran Audio Dataset
Diffuse Sound Field Synthesis
Franz Zotter, Stefan Riedel, Lukas Gölles, Matthias Frank · 2024-02-18 · via cs.SD updates on arXiv.org

Can uncorrelated surrounding sound sources be used to generate extended diffuse sound fields? By definition, targets are a constant sound pressure level, a vanishing average sound intensity, uncorrelated sound waves arriving isotropically from all directions. Does this require specific sources and geometries for surrounding 2D and 3D source layouts? As methods, we employ numeric simulations and undertake a series of calculations with uncorrelated circular/spherical source layouts, or such with infinite excess dimensions, and we point out relations to potential theory. Using a radial decay 1/r^b modified by the exponent b, the representation of the resulting fields with hypergeometric functions, Gegenbauer polynomials, and circular as well as spherical harmonics yields fruitful insights. In circular layouts, waves decaying by the exponent b=1/2 synthesize ideally extended, diffuse sound fields; spherical layouts do so with b=1. None of the layouts synthesizes a perfectly constant expected sound pressure level but its flatness is acceptable. Spherical t-designs describe optimal source layouts with well-described area of high diffuseness, and non-spherical, convex layouts can be improved by restoring isotropy or by mode matching for a maximally diffuse synthesis. Theory and simulation offer a basis for loudspeaker-based synthesis of diffuse sound fields and contribute physical reasons to recent psychoacoustic findings in spatial audio.