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eess.AS updates on arXiv.org

Dependence on Early and Late Reverberation of Single-Channel Speaker Distance Estimation MIST: Multimodal Interactive Speech-based Tool-calling Conversational Assistants for Smart Homes LiVeAction: a Lightweight, Versatile, and Asymmetric Neural Codec Design for Real-time Operation Weight-Decay Turns Transformer Loss Landscapes Villani: Functional-Analytic Foundations for Optimization and Generalization PairAlign: A Framework for Sequence Tokenization via Self-Alignment with Applications to Audio Tokenization WavCube: Unifying Speech Representation for Understanding and Generation via Semantic-Acoustic Joint Modeling Predictive-Generative Drift Decomposition for Speech Enhancement and Separation Minimizing Modality Gap from the Input Side: Your Speech LLM Can Be a Prosody-Aware Text LLM X-Voice: Enabling Everyone to Speak 30 Languages via Zero-Shot Cross-Lingual Voice Cloning JASTIN: Aligning LLMs for Zero-Shot Audio and Speech Evaluation via Natural Language Instructions Phoneme-Level Deepfake Detection Across Emotional Conditions Using Self-Supervised Embeddings When Audio-Language Models Fail to Leverage Multimodal Context for Dysarthric Speech Recognition Dimensionality-Aware Anomaly Detection in Learned Representations of Self-Supervised Speech Models Mitigating Multimodal LLMs Hallucinations via Relevance Propagation at Inference Time Virtual Speech Therapist: A Clinician-in-the-Loop AI Speech Therapy Agent for Personalized and Supervised Therapy LASE: Language-Adversarial Speaker Encoding for Indic Cross-Script Identity Preservation Towards Improving Speaker Distance Estimation through Generative Impulse Response Augmentation Beyond Decodability: Reconstructing Language Model Representations with an Encoding Probe MMAudioReverbs: Video-Guided Acoustic Modeling for Dereverberation and Room Impulse Response Estimation Alethia: A Foundational Encoder for Voice Deepfakes From Birdsong to Rumbles: Classifying Elephant Calls with Out-of-Species Embeddings Beyond the Baseband: Adaptive Multi-Band Encoding for Full-Spectrum Bioacoustics Classification Predicting Upcoming Stuttering Events from Three-Second Audio: Stratified Evaluation Reveals Severity-Selective Precursors, and the Model Deploys Fully On-Device The False Resonance: A Critical Examination of Emotion Embedding Similarity for Speech Generation Evaluation DiffAnon: Diffusion-based Prosody Control for Voice Anonymization Recurrence-Based Nonlinear Vocal Dynamics as Digital Biomarkers for Depression Detection from Conversational Speech One Voice, Many Tongues: Cross-Lingual Voice Cloning for Scientific Speech Similarity Choice and Negative Scaling in Supervised Contrastive Learning for Deepfake Audio Detection Walking Through Uncertainty: An Empirical Study of Uncertainty Estimation for Audio-Aware Large Language Models Praxy Voice: Voice-Prompt Recovery + BUPS for Commercial-Class Indic TTS from a Frozen Non-Indic Base at Zero Commercial-Training-Data Cost
Enhancing Audio Perception of Music By AI Picked Room Aco...
Prateek Verma, Jonathan Berger · 2022-08-17 · via eess.AS updates on arXiv.org

Every sound that we hear is the result of successive convolutional operations (e.g. room acoustics, microphone characteristics, resonant properties of the instrument itself, not to mention characteristics and limitations of the sound reproduction system). In this work we seek to determine the best room in which to perform a particular piece using AI. Additionally, we use room acoustics as a way to enhance the perceptual qualities of a given sound. Historically, rooms (particularly Churches and concert halls) were designed to host and serve specific musical functions. In some cases the architectural acoustical qualities enhanced the music performed there. We try to mimic this, as a first step, by designating room impulse responses that would correlate to producing enhanced sound quality for particular music. A convolutional architecture is first trained to take in an audio sample and mimic the ratings of experts with about 78 % accuracy for various instrument families and notes for perceptual qualities. This gives us a scoring function for any audio sample which can rate the perceptual pleasantness of a note automatically. Now, via a library of about 60,000 synthetic impulse responses mimicking all kinds of room, materials, etc, we use a simple convolution operation, to transform the sound as if it was played in a particular room. The perceptual evaluator is used to rank the musical sounds, and yield the "best room or the concert hall" to play a sound. As a byproduct it can also use room acoustics to turn a poor quality sound into a "good" sound.