Download Sound Effects Dataset Unification With the Universal Category System
Sound effects (SFX) datasets and libraries often employ distinct tagging schemes, taxonomies, and metadata structures. This creates challenges for research on SFX classification and generation because incompatible taxonomies lead to siloed datasets that might require individualized approaches, result in non-comparable outcomes, and prevent data merging strategies. We propose a modular dataset relabeling framework that adopts the Universal Category System (UCS), an industry-standard hierarchical taxonomy for sound effects, as a shared structural foundation. This open-source framework enables us (i) to convert tags of existing datasets to UCS with a rule-based multi-stage pipeline and conflict resolution to achieve high automatic conversion rates, (ii) to suggest a stratified dataset split for the new labels, and (iii) to combine multiple datasets. To showcase the practical utility, we introduce the EnvSound-UCS dataset, a publicly available unified UCS-compliant dataset of environmental sounds with 58,057 sound clips from three sources: AudioSet, FSD50K, and ESC-50.
Download Neural Morphing: Sequence-Optimized Token-Level Morphing in Neural Audio Codecs
Neural audio codecs were originally developed for high-fidelity compression; however, their latent token representations and expressive decoders also constitute a powerful substrate for controllable audio transformation. This work introduces Neural Morphing, a training-free token-domain audio effect that selects residual-vector-quantized (RVQ) token grains from a user palette and decodes the edited stream through a pretrained codec. The method combines an RVQ-group transfer policy that separates coarse, middle, and fine codebook groups with a continuity-constrained sequence matcher that replaces independent greedy selection with bounded beam search. The intended output is a controlled hybrid: the source preserves rhythmic organization while the palette contributes timbral color and residual detail. We focus on the implementation and real-time behavior of a deployable VST3/AU system, including chunked rendering, palette-size scaling, and backend health checks.
Download From Arbitrary Audio to EDM: Audio-Conditioned Retrieval of Discrete Rhythm Archetypes
We present a system for transforming arbitrary audio into Electronic Dance Music (EDM) drum patterns while preserving the timbral identity of the source material. A Vector Quantized Variational Autoencoder (VQ-VAE) trained on 7,999 EDM drum loops learns a discrete codebook of 256 rhythm archetypes, validated through UMAP and hierarchical clustering to exhibit semantically meaningful structure. At inference, spectral features extracted from arbitrary input audio select the nearest archetype via nearest-neighbor retrieval in a shared audio feature space. A training sample from the selected archetype is reconstructed through the VQ-VAE, and a second decoder predicts per-hit velocity dynamics. The user's sounds are then placed at the reconstructed hit positions, scaled by predicted velocity. Applied to 2,000 files from the ESC-50 environmental sound dataset, the system activates 128 of 256 codebook entries (50% coverage), demonstrating broad responsiveness to diverse non-EDM audio.
Download Compiling Differentiable Audio Graphs to Real-Time DSP
Differentiable audio processors are habitually designed and optimised in machine-learning frameworks, but deploying them as real-time audio effects still often requires non-automatic implementation in a dedicated digital signal processing language. The translation is error-prone, demands an onerous verification process, and detaches research prototypes from usable production tools. That being so, we present ADAC, a compiler that lowers a trained model to a framework-agnostic intermediate representation and emits efficient FAUST code whose impulse response matches the source model to within floating-point arithmetic noise, direct paths included. The optimisation loop is made audible by replacing the model in a running plugin after each gradient step. The exported processor carries a small set of macro-controls that leave its stability intact. A stability certificate computed from the shipped parameters is checked before the plugin is built. At the demonstration, a feedback delay network is trained and exported to a working plugin.
Download Diffusion-Based Music Audio Editing System Using Differentiable Digital Signal Processing Mixture Model
This paper proposes a music audio editing system that enables source-wise editing of harmonic instrument mixtures without explicit source separation. It builds on our previously proposed score-informed method for estimating source-wise synthesis parameters, i.e., time-varying controls used to synthesize each source, such as fundamental frequency and loudness. The method directly estimates these parameters from a mixture signal and the corresponding musical score in an analysis-by-synthesis framework. Using the estimated parameters, the proposed system allows users to edit individual sources by modifying note sequences and instrument types, and then re-synthesizes the edited mixture. Through demonstrations on two-instrument mixtures, we show that the system supports note-level phrasing modification and instrument conversion of selected sources.
Download CLEAN2FX: Label-Conditioned Modeling for Clean-to-Effect Guitar Audio Transformations
We present Clean2FX, a study and demo of label-conditioned clean-to-effect transformation for electric guitar audio. Given a clean guitar input and a target effect label, the task is to synthesize the corresponding effected signal while preserving the musical content. Training and evaluation pairs are constructed from EGFxSet real, single-tone recordings by assembling matched clean/effected chords, melodies, and mixed timelines. This allows for controlled comparison across effects. We evaluate four neural approaches under a common spectrogram-based transformation setting: two variational autoencoders and two U-Net models that differ in whether they operate on linear or log-magnitude representations. Performance is measured using linear-magnitude spectrogram MSE and Fréchet Audio Distance. The U-Net models outperform the variational autoencoder variants. Per-effect results show that distortion effects are most readily improved, whereas delay and reverb effects exhibit weaker FAD gains despite substantial spectral-error reductions. A conditioning-sensitivity diagnostic provides evidence that the best model responds to target labels rather than collapsing to a single transformation. Our demo website compares two models applied on real-world guitar performances outside training and validation data, providing audio and spectrogram examples of the practical clean-to-effect behavior.
Download Evaluating Tokenization Strategies for Expressive Classical Piano Performance Generation
Expressive piano performance generation needs symbolic pitch, timing, and dynamics. We evaluate six tokenization strategies for a Transformer that generates classical piano performances. Our tokenizations add velocity, beat annotations, and sustain pedal, from note-only to full representations. We pretrain on MAESTRO, then finetune on ASAP with beat-level annotations. The model uses anticipatory-style note encoding with cross-attention on composer and genre. FAD on the ASAP test set shows that note + velocity + pedal and full modes achieve the lowest mean FAD (1.76 and 1.97). Both beat the note-only baseline (3.10). Beat tokens show mixed, category-dependent effects and do not improve the best modes on average.
Download VoiceFX: CLAP-Based Audio Quality Improvement for Singing and Speech
This project introduces an automatic method for enhancing audio quality in singing and speech. Using recordings from the LibriSpeech and Smule DAMP dataset, I applied a set of degradations and tested a set of audio effect "remedies" designed to reverse them: a high shelf filter, de-esser, noise reduction, and high-pass filter. I used the CLAP (Contrastive Language-Audio Pretraining) model to estimate recording quality and recommend remedies by comparing audio clips to descriptive text prompts in the shared embedding space. To evaluate my method, I conducted a large-scale listener study with 234 participants and 4,600 ratings. While CLAP encoded some relevant information of vocal recording quality, it often favored remedies like noise reduction while listeners preferred the original clips, suggesting that perceptual artifacts introduced by enhancement may not be captured by CLAP. My findings underscore the value of human judgment: embedding models can guide enhancement, but perceptual validation remains valuable. Audio examples are available online on the DAFx demo website.
Download FPGA-Enabled Real-Time Audio Sampling, Processing, and Recording for an Electronic Drum Set
Processing and recording multitrack audio from an electronic drum set is demanding of computational power and hardware resources. In this paper, we present a complete musical instrument system capable of up to 16-channel percussion sampling, processing, and recording, all in real time. The system leverages a field programmable gate array (FPGA) for parallel audio processing and includes audio effects such as pitch shift, delay, reverb, distortion, a virtual analog low-pass filter, and bit crush. The FPGA also provides interfaces for other system hardware, including an Ethernet audio interface and various audio effect control interfaces. The final design has a cost of under $500 and utilizes about half of the hardware resources on an entry-level FPGA, providing a future platform for more advanced percussion synthesis using real-time physical modeling.
Download L-BOW: Gesture-Driven Digital Audio Effects for Augmented Violin in a Unified Csound Environment
Live performance leaves little room for a sensor pipeline that misfires; when a gesture fails to map correctly to an intended effect, the error is immediately audible. This paper presents L-Bow, a wrist-worn six-degree-of-freedom (6-DoF) inertial measurement unit (IMU) controller for augmented violin performance. By removing intermediate software layers, L-Bow integrates gesture sensing, six performance modes, and a shared digital effects chain within a single, self-contained Csound file. This is achieved using Csound's native arduinoRead opcode for direct serial communication rather than an external Python–OSC bridge. The paper discusses the architecture of this system and its implications for designing dependable, low-maintenance interactive digital audio effects.