Deep generative models can generate high-fidelity audio conditioned on various types of representations (e.g., mel-spectrograms, Mel-frequency Cepstral Coefficients (MFCC)). Recently, such models have been used to synthesize audio waveforms conditioned on highly compressed representations. Although such methods produce impressive results, they are prone to generate audible artifacts when the conditioning is flawed or imperfect. An alternative modeling approach is to use diffusion models. However, these have mainly been used as speech vocoders (i.e., conditioned on mel-spectrograms) or generating relatively low sampling rate signals. In this work, we propose a high-fidelity multi-band diffusion-based framework that generates any type of audio modality (e.g., speech, music, environmental sounds) from low-bitrate discrete representations. At equal bit rate, the proposed approach outperforms state-of-the-art generative techniques in terms of perceptual quality. Training and, evaluation code, along with audio samples, are available on the facebookresearch/audiocraft Github page.
Learning-based methods have become ubiquitous in sound source localization (SSL). Existing systems rely on simulated training sets for the lack of sufficiently large, diverse and annotated real datasets. Most room acoustic simulators used for this purpose rely on the image source method (ISM) because of its computational efficiency. This paper argues that carefully extending the ISM to incorporate more realistic surface, source and microphone responses into training sets can significantly boost the real-world performance of SSL systems. It is shown that increasing the training-set realism of a state-of-the-art direction-of-arrival estimator yields consistent improvements across three different real test sets featuring human speakers in a variety of rooms and various microphone arrays. An ablation study further reveals that every added layer of realism contributes positively to these improvements.
Signal inpainting is the task of restoring degraded or missing samples in a signal. In this paper we address signal inpainting when Fourier magnitudes are observed. We propose a mathematical formulation of the problem that highlights its connection with phase retrieval, and we introduce two methods for solving it. First, we derive an alternating minimization scheme, which shares similarities with the Gerchberg-Saxton algorithm, a classical phase retrieval method. Second, we propose a convex relaxation of the problem, which is inspired by recent approaches that reformulate phase retrieval into a semidefinite program. We assess the potential of these methods for the task of inpainting gaps in speech signals. Our methods exhibit both a high probability of recovering the original signals and robustness to magnitude noise.
Given a sound field generated by a sparse distribution of impulse image sources, can the continuous 3D positions and amplitudes of these sources be recovered from discrete, bandlimited measurements of the field at a finite set of locations, e.g., a multichannel room impulse response? Borrowing from recent advances in super-resolution imaging, it is shown that this nonlinear, non-convex inverse problem can be efficiently relaxed into a convex linear inverse problem over the space of Radon measures in R3. The linear operator introduced here stems from the fundamental solution of the free-field inhomogenous wave equation combined with the receivers' responses. An adaptation of the Sliding Frank-Wolfe algorithm is proposed to numerically solve the problem off-the-grid, i.e., in continuous 3D space. Simulated experiments show that the approach achieves near-exact recovery of hundreds of image sources using an arbitrarily placed compact 32-channel spherical microphone array in random rectangular rooms. The impact of noise, sampling rate and array diameter on these results is also examined.
Blind acoustic parameter estimation consists in inferring the acoustic properties of an environment from recordings of unknown sound sources. Recent works in this area have utilized deep neural networks trained either partially or exclusively on simulated data, due to the limited availability of real annotated measurements. In this paper, we study whether a model purely trained using a fast image-source room impulse response simulator can generalize to real data. We present an ablation study on carefully crafted simulated training sets that account for different levels of realism in source, receiver and wall responses. The extent of realism is controlled by the sampling of wall absorption coefficients and by applying measured directivity patterns to microphones and sources. A state-of-the-art model trained on these datasets is evaluated on the task of jointly estimating the room's volume, total surface area, and octave-band reverberation times from multiple, multichannel speech recordings. Results reveal that every added layer of simulation realism at train time significantly improves the estimation of all quantities on real signals.
In this paper, we propose a method to estimate the proximity of an acoustic reflector, e.g., a wall, using ego-noise, i.e., the noise produced by the moving parts of a listening robot. This is achieved by estimating the times of arrival of acoustic echoes reflected from the surface. Simulated experiments show that the proposed nonintrusive approach is capable of accurately estimating the distance of a reflector up to 1 meter and outperforms a previously proposed intrusive approach under loud ego-noise conditions. The proposed method is helped by a probabilistic echo detector that estimates whether or not an acoustic reflector is within a short range of the robotic platform. This preliminary investigation paves the way towards a new kind of collision avoidance system that would purely rely on audio sensors rather than conventional proximity sensors.
In the context of building acoustics and the acoustic diagnosis of an existing room, this paper introduces and investigates a new approach to estimate mean absorption coefficients solely from a room impulse response (RIR). This inverse problem is tackled via virtually-supervised learning, namely, the RIR-to-absorption mapping is implicitly learned by regression on a simulated dataset using artificial neural networks. We focus on simple models based on well-understood architectures. The critical choices of geometric, acoustic and simulation parameters used to train the models are extensively discussed and studied, while keeping in mind conditions that are representative of the field of building acoustics. Estimation errors from the learned neural models are compared to those obtained with classical formulas that require knowledge of the room's geometry and reverberation times. Extensive comparisons made on a variety of simulated test sets highlight different conditions under which the learned models can overcome the well-known limitations of the diffuse sound field hypothesis underlying these formulas. Results obtained on real RIRs measured in an acoustically configurable room show that at 1~kHz and above, the proposed approach performs comparably to classical models when reverberation times can be reliably estimated, and continues to work even when they cannot.
Knowing the geometrical and acoustical parameters of a room may benefit applications such as audio augmented reality, speech dereverberation or audio forensics. In this paper, we study the problem of jointly estimating the total surface area, the volume, as well as the frequency-dependent reverberation time and mean surface absorption of a room in a blind fashion, based on two-channel noisy speech recordings from multiple, unknown source-receiver positions. A novel convolutional neural network architecture leveraging both single- and inter-channel cues is proposed and trained on a large, realistic simulated dataset. Results on both simulated and real data show that using multiple observations in one room significantly reduces estimation errors and variances on all target quantities, and that using two channels helps the estimation of surface and volume. The proposed model outperforms a recently proposed blind volume estimation method on the considered datasets.
This report presents the dataset and baseline of Task 3 of the DCASE2021 Challenge on Sound Event Localization and Detection (SELD). The dataset is based on emulation of real recordings of static or moving sound events under real conditions of reverberation and ambient noise, using spatial room impulse responses captured in a variety of rooms and delivered in two spatial formats. The acoustical synthesis remains the same as in the previous iteration of the challenge, however the new dataset brings more challenging conditions of polyphony and overlapping instances of the same class. The most important difference of the new dataset is the introduction of directional interferers, meaning sound events that are localized in space but do not belong to the target classes to be detected and are not annotated. Since such interfering events are expected in every real-world scenario of SELD, the new dataset aims to promote systems that deal with this condition effectively. A modified SELDnet baseline employing the recent ACCDOA representation of SELD problems accompanies the dataset and it is shown to outperform the previous one. The new dataset is shown to be significantly more challenging for both baselines according to all considered metrics. To investigate the individual and combined effects of ambient noise, interferers, and reverberation, we study the performance of the baseline on different versions of the dataset excluding or including combinations of these factors. The results indicate that by far the most detrimental effects are caused by directional interferers.