Koichi Saito

SD
h-index29
4papers
33citations
Novelty43%
AI Score38

4 Papers

20.4SDMar 20, 2025Code
Aligning Text-to-Music Evaluation with Human Preferences

Yichen Huang, Zachary Novack, Koichi Saito et al.

Despite significant recent advances in generative acoustic text-to-music (TTM) modeling, robust evaluation of these models lags behind, relying in particular on the popular Fréchet Audio Distance (FAD). In this work, we rigorously study the design space of reference-based divergence metrics for evaluating TTM models through (1) designing four synthetic meta-evaluations to measure sensitivity to particular musical desiderata, and (2) collecting and evaluating on MusicPrefs, the first open-source dataset of human preferences for TTM systems. We find that not only is the standard FAD setup inconsistent on both synthetic and human preference data, but that nearly all existing metrics fail to effectively capture desiderata, and are only weakly correlated with human perception. We propose a new metric, the MAUVE Audio Divergence (MAD), computed on representations from a self-supervised audio embedding model. We find that this metric effectively captures diverse musical desiderata (average rank correlation 0.84 for MAD vs. 0.49 for FAD and also correlates more strongly with MusicPrefs (0.62 vs. 0.14).

9.3SDNov 17, 2025
FoleyBench: A Benchmark For Video-to-Audio Models

Satvik Dixit, Koichi Saito, Zhi Zhong et al. · cmu

Video-to-audio generation (V2A) is of increasing importance in domains such as film post-production, AR/VR, and sound design, particularly for the creation of Foley sound effects synchronized with on-screen actions. Foley requires generating audio that is both semantically aligned with visible events and temporally aligned with their timing. Yet, there is a mismatch between evaluation and downstream applications due to the absence of a benchmark tailored to Foley-style scenarios. We find that 74% of videos from past evaluation datasets have poor audio-visual correspondence. Moreover, they are dominated by speech and music, domains that lie outside the use case for Foley. To address this gap, we introduce FoleyBench, the first large-scale benchmark explicitly designed for Foley-style V2A evaluation. FoleyBench contains 5,000 (video, ground-truth audio, text caption) triplets, each featuring visible sound sources with audio causally tied to on-screen events. The dataset is built using an automated, scalable pipeline applied to in-the-wild internet videos from YouTube-based and Vimeo-based sources. Compared to past datasets, we show that videos from FoleyBench have stronger coverage of sound categories from a taxonomy specifically designed for Foley sound. Each clip is further labeled with metadata capturing source complexity, UCS/AudioSet category, and video length, enabling fine-grained analysis of model performance and failure modes. We benchmark several state-of-the-art V2A models, evaluating them on audio quality, audio-video alignment, temporal synchronization, and audio-text consistency. Samples are available at: https://gclef-cmu.org/foleybench

12.9SDOct 2, 2025
SoundReactor: Frame-level Online Video-to-Audio Generation

Koichi Saito, Julian Tanke, Christian Simon et al.

Prevailing Video-to-Audio (V2A) generation models operate offline, assuming an entire video sequence or chunks of frames are available beforehand. This critically limits their use in interactive applications such as live content creation and emerging generative world models. To address this gap, we introduce the novel task of frame-level online V2A generation, where a model autoregressively generates audio from video without access to future video frames. Furthermore, we propose SoundReactor, which, to the best of our knowledge, is the first simple yet effective framework explicitly tailored for this task. Our design enforces end-to-end causality and targets low per-frame latency with audio-visual synchronization. Our model's backbone is a decoder-only causal transformer over continuous audio latents. For vision conditioning, it leverages grid (patch) features extracted from the smallest variant of the DINOv2 vision encoder, which are aggregated into a single token per frame to maintain end-to-end causality and efficiency. The model is trained through a diffusion pre-training followed by consistency fine-tuning to accelerate the diffusion head decoding. On a benchmark of diverse gameplay videos from AAA titles, our model successfully generates semantically and temporally aligned, high-quality full-band stereo audio, validated by both objective and human evaluations. Furthermore, our model achieves low per-frame waveform-level latency (26.3ms with the head NFE=1, 31.5ms with NFE=4) on 30FPS, 480p videos using a single H100. Demo samples are available at https://koichi-saito-sony.github.io/soundreactor/.

6.6ASMay 26, 2021
Training Speech Enhancement Systems with Noisy Speech Datasets

Koichi Saito, Stefan Uhlich, Giorgio Fabbro et al.

Recently, deep neural network (DNN)-based speech enhancement (SE) systems have been used with great success. During training, such systems require clean speech data - ideally, in large quantity with a variety of acoustic conditions, many different speaker characteristics and for a given sampling rate (e.g., 48kHz for fullband SE). However, obtaining such clean speech data is not straightforward - especially, if only considering publicly available datasets. At the same time, a lot of material for automatic speech recognition (ASR) with the desired acoustic/speaker/sampling rate characteristics is publicly available except being clean, i.e., it also contains background noise as this is even often desired in order to have ASR systems that are noise-robust. Hence, using such data to train SE systems is not straightforward. In this paper, we propose two improvements to train SE systems on noisy speech data. First, we propose several modifications of the loss functions, which make them robust against noisy speech targets. In particular, computing the median over the sample axis before averaging over time-frequency bins allows to use such data. Furthermore, we propose a noise augmentation scheme for mixture-invariant training (MixIT), which allows using it also in such scenarios. For our experiments, we use the Mozilla Common Voice dataset and we show that using our robust loss function improves PESQ by up to 0.19 compared to a system trained in the traditional way. Similarly, for MixIT we can see an improvement of up to 0.27 in PESQ when using our proposed noise augmentation.