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VGGSounder: Audio-Visual Evaluations for Foundation Models

Zverev, Daniil, Wiedemer, Thaddäus, Prabhu, Ameya, Bethge, Matthias, Brendel, Wieland, Koepke, A. Sophia

arXiv.org Artificial Intelligence

The emergence of audio-visual foundation models underscores the importance of reliably assessing their multi-modal understanding. The VGGSound dataset is commonly used as a benchmark for evaluation audio-visual classification. However, our analysis identifies several limitations of VGGSound, including incomplete labelling, partially overlapping classes, and misaligned modalities. These lead to distorted evaluations of auditory and visual capabilities. To address these limitations, we introduce VGGSounder, a comprehensively re-annotated, multi-label test set that extends VGGSound and is specifically designed to evaluate audio-visual foundation models. VGGSounder features detailed modality annotations, enabling precise analyses of modality-specific performance. Furthermore, we reveal model limitations by analysing performance degradation when adding another input modality with our new modality confusion metric.


Whilter: A Whisper-based Data Filter for "In-the-Wild" Speech Corpora Using Utterance-level Multi-Task Classification

Ravenscroft, William, Close, George, Bower-Morris, Kit, Stacey, Jamie, Sityaev, Dmitry, Hong, Kris Y.

arXiv.org Artificial Intelligence

Large-scale in-the-wild speech datasets have become more prevalent in recent years due to increased interest in models that can learn useful features from unlabelled data for tasks such as speech recognition or synthesis. These datasets often contain undesirable features, such as multiple speakers, non-target languages, and music, which may impact model learning. The Whilter model is proposed as a multitask solution to identify these undesirable samples. Whilter uses a Whisper encoder with an attention-based classifier to solve five diverse classification problems at once. In addition, an annotated dataset is published for a subset of two popular in-the-wild corpora. Whilter achieves F1 scores above 85% and equal error rates of 6.5% to 7.8% for three of five subtasks, outperforming a state-of-the-art BEATs classifier on speech-specific classes, with a notable decrease in processing time compared to a combination of single-task alternatives.


MusiScene: Leveraging MU-LLaMA for Scene Imagination and Enhanced Video Background Music Generation

Izzati, Fathinah, Li, Xinyue, Wu, Yuxuan, Xia, Gus

arXiv.org Artificial Intelligence

Humans can imagine various atmospheres and settings when listening to music, envisioning movie scenes that complement each piece. For example, slow, melancholic music might evoke scenes of heartbreak, while upbeat melodies suggest celebration. This paper explores whether a Music Language Model, e.g. MU-LLaMA, can perform a similar task, called Music Scene Imagination (MSI), which requires cross-modal information from video and music to train. To improve upon existing music captioning models which focusing solely on musical elements, we introduce MusiScene, a music captioning model designed to imagine scenes that complement each music. In this paper, (1) we construct a large-scale video-audio caption dataset with 3,371 pairs, (2) we finetune Music Understanding LLaMA for the MSI task to create MusiScene, and (3) we conduct comprehensive evaluations and prove that our MusiScene is more capable of generating contextually relevant captions compared to MU-LLaMA. We leverage the generated MSI captions to enhance Video Background Music Generation (VBMG) from text.


Multimodal Cinematic Video Synthesis Using Text-to-Image and Audio Generation Models

S, Sridhar, A, Nithin, Rifath, Shakeel, Raj, Vasantha

arXiv.org Artificial Intelligence

Advances in generative artificial intelligence have altered multimedia creation, allowing for automatic cinematic video synthesis from text inputs. This work describes a method for creating 60-second cinematic movies incorporating Stable Diffusion for high-fidelity image synthesis, GPT-2 for narrative structuring, and a hybrid audio pipeline using gTTS and YouTube-sourced music. It uses a five-scene framework, which is augmented by linear frame interpolation, cinematic post-processing (e.g., sharpening), and audio-video synchronization to provide professional-quality results. It was created in a GPU-accelerated Google Colab environment using Python 3.11. It has a dual-mode Gradio interface (Simple and Advanced), which supports resolutions of up to 1024x768 and frame rates of 15-30 FPS. Optimizations such as CUDA memory management and error handling ensure reliability. The experiments demonstrate outstanding visual quality, narrative coherence, and efficiency, furthering text-to-video synthesis for creative, educational, and industrial applications.


Audio-visual Event Localization on Portrait Mode Short Videos

Liu, Wuyang, Chai, Yi, Yan, Yongpeng, Ren, Yanzhen

arXiv.org Artificial Intelligence

Audio-visual event localization (AVEL) plays a critical role in multimodal scene understanding. While existing datasets for AVEL predominantly comprise landscape-oriented long videos with clean and simple audio context, short videos have become the primary format of online video content due to the the proliferation of smartphones. Short videos are characterized by portrait-oriented framing and layered audio compositions (e.g., overlapping sound effects, voiceovers, and music), which brings unique challenges unaddressed by conventional methods. To this end, we introduce AVE-PM, the first AVEL dataset specifically designed for portrait mode short videos, comprising 25,335 clips that span 86 fine-grained categories with frame-level annotations. Beyond dataset creation, our empirical analysis shows that state-of-the-art AVEL methods suffer an average 18.66% performance drop during cross-mode evaluation. Further analysis reveals two key challenges of different video formats: 1) spatial bias from portrait-oriented framing introduces distinct domain priors, and 2) noisy audio composition compromise the reliability of audio modality. To address these issues, we investigate optimal preprocessing recipes and the impact of background music for AVEL on portrait mode videos. Experiments show that these methods can still benefit from tailored preprocessing and specialized model design, thus achieving improved performance. This work provides both a foundational benchmark and actionable insights for advancing AVEL research in the era of mobile-centric video content. Dataset and code will be released.


DeePen: Penetration Testing for Audio Deepfake Detection

Müller, Nicolas, Kawa, Piotr, Stan, Adriana, Doan, Thien-Phuc, Jung, Souhwan, Choong, Wei Herng, Sperl, Philip, Böttinger, Konstantin

arXiv.org Artificial Intelligence

Deepfakes - manipulated or forged audio and video media - pose significant security risks to individuals, organizations, and society at large. To address these challenges, machine learning-based classifiers are commonly employed to detect deepfake content. In this paper, we assess the robustness of such classifiers through a systematic penetration testing methodology, which we introduce as DeePen. Our approach operates without prior knowledge of or access to the target deepfake detection models. Instead, it leverages a set of carefully selected signal processing modifications - referred to as attacks - to evaluate model vulnerabilities. Using DeePen, we analyze both real-world production systems and publicly available academic model checkpoints, demonstrating that all tested systems exhibit weaknesses and can be reliably deceived by simple manipulations such as time-stretching or echo addition. Furthermore, our findings reveal that while some attacks can be mitigated by retraining detection systems with knowledge of the specific attack, others remain persistently effective. We release all associated code.


Long-Form Text-to-Music Generation with Adaptive Prompts: A Case of Study in Tabletop Role-Playing Games Soundtracks

Marra, Felipe, Ferreira, Lucas N.

arXiv.org Artificial Intelligence

This paper investigates the capabilities of text-to-audio music generation models in producing long-form music with prompts that change over time, focusing on soundtrack generation for Tabletop Role-Playing Games (TRPGs). We introduce Babel Bardo, a system that uses Large Language Models (LLMs) to transform speech transcriptions into music descriptions for controlling a text-to-music model. Four versions of Babel Bardo were compared in two TRPG campaigns: a baseline using direct speech transcriptions, and three LLM-based versions with varying approaches to music description generation. Evaluations considered audio quality, story alignment, and transition smoothness. Results indicate that detailed music descriptions improve audio quality while maintaining consistency across consecutive descriptions enhances story alignment and transition smoothness.


M2M-Gen: A Multimodal Framework for Automated Background Music Generation in Japanese Manga Using Large Language Models

Sharma, Megha, Haseeb, Muhammad Taimoor, Xia, Gus, Tsuruoka, Yoshimasa

arXiv.org Artificial Intelligence

This paper introduces M2M Gen, a multi modal framework for generating background music tailored to Japanese manga. The key challenges in this task are the lack of an available dataset or a baseline. To address these challenges, we propose an automated music generation pipeline that produces background music for an input manga book. Initially, we use the dialogues in a manga to detect scene boundaries and perform emotion classification using the characters faces within a scene. Then, we use GPT4o to translate this low level scene information into a high level music directive. Conditioned on the scene information and the music directive, another instance of GPT 4o generates page level music captions to guide a text to music model. This produces music that is aligned with the mangas evolving narrative. The effectiveness of M2M Gen is confirmed through extensive subjective evaluations, showcasing its capability to generate higher quality, more relevant and consistent music that complements specific scenes when compared to our baselines.


MetaBGM: Dynamic Soundtrack Transformation For Continuous Multi-Scene Experiences With Ambient Awareness And Personalization

Liu, Haoxuan, Wang, Zihao, Hong, Haorong, Feng, Youwei, Yu, Jiaxin, Diao, Han, Xu, Yunfei, Zhang, Kejun

arXiv.org Artificial Intelligence

This paper introduces MetaBGM, a groundbreaking framework for generating background music that adapts to dynamic scenes and real-time user interactions. We define multi-scene as variations in environmental contexts, such as transitions in game settings or movie scenes. To tackle the challenge of converting backend data into music description texts for audio generation models, MetaBGM employs a novel two-stage generation approach that transforms continuous scene and user state data into these texts, which are then fed into an audio generation model for real-time soundtrack creation. Experimental results demonstrate that MetaBGM effectively generates contextually relevant and dynamic background music for interactive applications.


Leveraging AI to Generate Audio for User-generated Content in Video Games

Marrinan, Thomas, Akram, Pakeeza, Gurmessa, Oli, Shishkin, Anthony

arXiv.org Artificial Intelligence

In video game design, audio (both environmental background music and object sound effects) play a critical role. Sounds are typically pre-created assets designed for specific locations or objects in a game. However, user-generated content is becoming increasingly popular in modern games (e.g. building custom environments or crafting unique objects). Since the possibilities are virtually limitless, it is impossible for game creators to pre-create audio for user-generated content. We explore the use of generative artificial intelligence to create music and sound effects on-the-fly based on user-generated content. We investigate two avenues for audio generation: 1) text-to-audio: using a text description of user-generated content as input to the audio generator, and 2) image-to-audio: using a rendering of the created environment or object as input to an image-to-text generator, then piping the resulting text description into the audio generator. In this paper we discuss ethical implications of using generative artificial intelligence for user-generated content and highlight two prototype games where audio is generated for user-created environments and objects.