Lonce Wyse

SD
h-index17
11papers
239citations
Novelty39%
AI Score41

11 Papers

2.3ASApr 23, 2023
Towards Controllable Audio Texture Morphing

Chitralekha Gupta, Purnima Kamath, Yize Wei et al.

In this paper, we propose a data-driven approach to train a Generative Adversarial Network (GAN) conditioned on "soft-labels" distilled from the penultimate layer of an audio classifier trained on a target set of audio texture classes. We demonstrate that interpolation between such conditions or control vectors provides smooth morphing between the generated audio textures, and shows similar or better audio texture morphing capability compared to the state-of-the-art methods. The proposed approach results in a well-organized latent space that generates novel audio outputs while remaining consistent with the semantics of the conditioning parameters. This is a step towards a general data-driven approach to designing generative audio models with customized controls capable of traversing out-of-distribution regions for novel sound synthesis.

2.3ASAug 23, 2023
Example-Based Framework for Perceptually Guided Audio Texture Generation

Purnima Kamath, Chitralekha Gupta, Lonce Wyse et al.

Controllable generation using StyleGANs is usually achieved by training the model using labeled data. For audio textures, however, there is currently a lack of large semantically labeled datasets. Therefore, to control generation, we develop a method for semantic control over an unconditionally trained StyleGAN in the absence of such labeled datasets. In this paper, we propose an example-based framework to determine guidance vectors for audio texture generation based on user-defined semantic attributes. Our approach leverages the semantically disentangled latent space of an unconditionally trained StyleGAN. By using a few synthetic examples to indicate the presence or absence of a semantic attribute, we infer the guidance vectors in the latent space of the StyleGAN to control that attribute during generation. Our results show that our framework can find user-defined and perceptually relevant guidance vectors for controllable generation for audio textures. Furthermore, we demonstrate an application of our framework to other tasks, such as selective semantic attribute transfer.

6.9SDMar 10
Physics-Informed Neural Engine Sound Modeling with Differentiable Pulse-Train Synthesis

Robin Doerfler, Lonce Wyse

Engine sounds originate from sequential exhaust pressure pulses rather than sustained harmonic oscillations. While neural synthesis methods typically aim to approximate the resulting spectral characteristics, we propose directly modeling the underlying pulse shapes and temporal structure. We present the Pulse-Train-Resonator (PTR) model, a differentiable synthesis architecture that generates engine audio as parameterized pulse trains aligned to engine firing patterns and propagates them through recursive Karplus-Strong resonators simulating exhaust acoustics. The architecture integrates physics-informed inductive biases including harmonic decay, thermodynamic pitch modulation, valve-dynamics envelopes, exhaust system resonances and derived engine operating modes such as throttle operation and deceleration fuel cutoff (DCFO). Validated on three diverse engine types totaling 7.5 hours of audio, PTR achieves a 21% improvement in harmonic reconstruction and a 5.7% reduction in total loss over a harmonic-plus-noise baseline model, while providing interpretable parameters corresponding to physical phenomena. Complete code, model weights, and audio examples are openly available.

6.1SDMar 8
Analysis-Driven Procedural Generation of an Engine Sound Dataset with Embedded Control Annotations

Robin Doerfler, Lonce Wyse

Computational engine sound modeling is central to the automotive audio industry, particularly for active sound design, virtual prototyping, and emerging data-driven engine sound synthesis methods. These applications require large volumes of standardized, clean audio recordings with precisely time-aligned operating-state annotations: data that is difficult to obtain due to high costs, specialized measurement equipment requirements, and inevitable noise contamination. We present an analysis-driven framework for generating engine audio with sample-accurate control annotations. The method extracts harmonic structures from real recordings through pitch-adaptive spectral analysis, which then drive an extended parametric harmonic-plus-noise synthesizer. With this framework, we generate the Procedural Engine Sounds Dataset (19 hours, 5,935 files), a set of engine audio signals with sample-accurate RPM and torque annotations, spanning a wide range of operating conditions, signal complexities, and harmonic profiles. Comparison against real recordings validates that the synthesized data preserves characteristic harmonic structures, and baseline experiments confirm its suitability for learning-based parameter estimation and synthesis tasks. The dataset is released publicly to support research on engine timbre analysis, control parameter estimation, acoustic modeling and neural generative networks.

5.9ASMar 12, 2021
Signal Representations for Synthesizing Audio Textures with Generative Adversarial Networks

Chitralekha Gupta, Purnima Kamath, Lonce Wyse

Generative Adversarial Networks (GANs) currently achieve the state-of-the-art sound synthesis quality for pitched musical instruments using a 2-channel spectrogram representation consisting of log magnitude and instantaneous frequency (the "IFSpectrogram"). Many other synthesis systems use representations derived from the magnitude spectra, and then depend on a backend component to invert the output magnitude spectrograms that generally result in audible artefacts associated with the inversion process. However, for signals that have closely-spaced frequency components such as non-pitched and other noisy sounds, training the GAN on the 2-channel IFSpectrogram representation offers no advantage over the magnitude spectra based representations. In this paper, we propose that training GANs on single-channel magnitude spectra, and using the Phase Gradient Heap Integration (PGHI) inversion algorithm is a better comprehensive approach for audio synthesis modeling of diverse signals that include pitched, non-pitched, and dynamically complex sounds. We show that this method produces higher-quality output for wideband and noisy sounds, such as pops and chirps, compared to using the IFSpectrogram. Furthermore, the sound quality for pitched sounds is comparable to using the IFSpectrogram, even while using a simpler representation with half the memory requirements.

5.0SDNov 25, 2020Code
MTCRNN: A multi-scale RNN for directed audio texture synthesis

M. Huzaifah, L. Wyse

Audio textures are a subset of environmental sounds, often defined as having stable statistical characteristics within an adequately large window of time but may be unstructured locally. They include common everyday sounds such as from rain, wind, and engines. Given that these complex sounds contain patterns on multiple timescales, they are a challenge to model with traditional methods. We introduce a novel modelling approach for textures, combining recurrent neural networks trained at different levels of abstraction with a conditioning strategy that allows for user-directed synthesis. We demonstrate the model's performance on a variety of datasets, examine its performance on various metrics, and discuss some potential applications.

2.7LGJun 30, 2019
Mechanisms of Artistic Creativity in Deep Learning Neural Networks

Lonce Wyse

The generative capabilities of deep learning neural networks (DNNs) have been attracting increasing attention for both the remarkable artifacts they produce, but also because of the vast conceptual difference between how they are programmed and what they do. DNNs are 'black boxes' where high-level behavior is not explicitly programmed, but emerges from the complex interactions of thousands or millions of simple computational elements. Their behavior is often described in anthropomorphic terms that can be misleading, seem magical, or stoke fears of an imminent singularity in which machines become 'more' than human. In this paper, we examine 5 distinct behavioral characteristics associated with creativity, and provide an example of a mechanisms from generative deep learning architectures that give rise to each these characteristics. All 5 emerge from machinery built for purposes other than the creative characteristics they exhibit, mostly classification. These mechanisms of creative generative capabilities thus demonstrate a deep kinship to computational perceptual processes. By understanding how these different behaviors arise, we hope to on one hand take the magic out of anthropomorphic descriptions, but on the other, to build a deeper appreciation of machinic forms of creativity on their own terms that will allow us to nurture their further development.

4.7SDMar 26, 2019
Conditioning a Recurrent Neural Network to synthesize musical instrument transients

Lonce Wyse, Muhammad Huzaifah

A recurrent Neural Network (RNN) is trained to predict sound samples based on audio input augmented by control parameter information for pitch, volume, and instrument identification. During the generative phase following training, audio input is taken from the output of the previous time step, and the parameters are externally controlled allowing the network to be played as a musical instrument. Building on an architecture developed in previous work, we focus on the learning and synthesis of transients - the temporal response of the network during the short time (tens of milliseconds) following the onset and offset of a control signal. We find that the network learns the particular transient characteristics of two different synthetic instruments, and furthermore shows some ability to interpolate between the characteristics of the instruments used in training in response to novel parameter settings. We also study the behaviour of the units in hidden layers of the RNN using various visualisation techniques and find a variety of volume-specific response characteristics.

4.7SDJan 29, 2019
Applying Visual Domain Style Transfer and Texture Synthesis Techniques to Audio - Insights and Challenges

M. Huzaifah, L. Wyse

Style transfer is a technique for combining two images based on the activations and feature statistics in a deep learning neural network architecture. This paper studies the analogous task in the audio domain and takes a critical look at the problems that arise when adapting the original vision-based framework to handle spectrogram representations. We conclude that CNN architectures with features based on 2D representations and convolutions are better suited for visual images than for time-frequency representations of audio. Despite the awkward fit, experiments show that the Gram matrix determined "style" for audio is more closely aligned with timbral signatures without temporal structure whereas network layer activity determining audio "content" seems to capture more of the pitch and rhythmic structures. We shed insight on several reasons for the domain differences with illustrative examples. We motivate the use of several types of one-dimensional CNNs that generate results that are better aligned with intuitive notions of audio texture than those based on existing architectures built for images. These ideas also prompt an exploration of audio texture synthesis with architectural variants for extensions to infinite textures, multi-textures, parametric control of receptive fields and the constant-Q transform as an alternative frequency scaling for the spectrogram.

8.0SDMay 28, 2018
Real-valued parametric conditioning of an RNN for interactive sound synthesis

Lonce Wyse

A Recurrent Neural Network (RNN) for audio synthesis is trained by augmenting the audio input with information about signal characteristics such as pitch, amplitude, and instrument. The result after training is an audio synthesizer that is played like a musical instrument with the desired musical characteristics provided as continuous parametric control. The focus of this paper is on conditioning data-driven synthesis models with real-valued parameters, and in particular, on the ability of the system a) to generalize and b) to be responsive to parameter values and sequences not seen during training.

24.9SDJun 29, 2017
Audio Spectrogram Representations for Processing with Convolutional Neural Networks

L. Wyse

One of the decisions that arise when designing a neural network for any application is how the data should be represented in order to be presented to, and possibly generated by, a neural network. For audio, the choice is less obvious than it seems to be for visual images, and a variety of representations have been used for different applications including the raw digitized sample stream, hand-crafted features, machine discovered features, MFCCs and variants that include deltas, and a variety of spectral representations. This paper reviews some of these representations and issues that arise, focusing particularly on spectrograms for generating audio using neural networks for style transfer.