Abstract:Most state-of-the-art Text-to-Speech systems use the mel-spectrogram as an intermediate representation, to decompose the task into acoustic modelling and waveform generation. A mel-spectrogram is extracted from the waveform by a simple, fast DSP operation, but generating a high-quality waveform from a mel-spectrogram requires computationally expensive machine learning: a neural vocoder. Our proposed ``autovocoder'' reverses this arrangement. We use machine learning to obtain a representation that replaces the mel-spectrogram, and that can be inverted back to a waveform using simple, fast operations including a differentiable implementation of the inverse STFT. The autovocoder generates a waveform 5 times faster than the DSP-based Griffin-Lim algorithm, and 14 times faster than the neural vocoder HiFi-GAN. We provide perceptual listening test results to confirm that the speech is of comparable quality to HiFi-GAN in the copy synthesis task.
Abstract:Automatically predicting the outcome of subjective listening tests is a challenging task. Ratings may vary from person to person even if preferences are consistent across listeners. While previous work has focused on predicting listeners' ratings (mean opinion scores) of individual stimuli, we focus on the simpler task of predicting subjective preference given two speech stimuli for the same text. We propose a model based on anti-symmetric twin neural networks, trained on pairs of waveforms and their corresponding preference scores. We explore both attention and recurrent neural nets to account for the fact that stimuli in a pair are not time aligned. To obtain a large training set we convert listeners' ratings from MUSHRA tests to values that reflect how often one stimulus in the pair was rated higher than the other. Specifically, we evaluate performance on data obtained from twelve MUSHRA evaluations conducted over five years, containing different TTS systems, built from data of different speakers. Our results compare favourably to a state-of-the-art model trained to predict MOS scores.
Abstract:This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. This year's dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which previously was a major challenge in the field. The evaluation results are a revolution, and a revelation. Some synthetic conditions are rated as significantly more human-like than human motion capture. To the best of our knowledge, this has never been shown before on a high-fidelity avatar. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. Additional material is available via the project website at https://youngwoo-yoon.github.io/GENEAchallenge2022/
Abstract:Deep learning has revolutionised synthetic speech quality. However, it has thus far delivered little value to the speech science community. The new methods do not meet the controllability demands that practitioners in this area require e.g.: in listening tests with manipulated speech stimuli. Instead, control of different speech properties in such stimuli is achieved by using legacy signal-processing methods. This limits the range, accuracy, and speech quality of the manipulations. Also, audible artefacts have a negative impact on the methodological validity of results in speech perception studies. This work introduces a system capable of manipulating speech properties through learning rather than design. The architecture learns to control arbitrary speech properties and leverages progress in neural vocoders to obtain realistic output. Experiments with copy synthesis and manipulation of a small set of core speech features (pitch, formants, and voice quality measures) illustrate the promise of the approach for producing speech stimuli that have accurate control and high perceptual quality.
Abstract:Neural sequence-to-sequence TTS has demonstrated significantly better output quality over classical statistical parametric speech synthesis using HMMs. However, the new paradigm is not probabilistic and the use of non-monotonic attention both increases training time and introduces "babbling" failure modes that are unacceptable in production. In this paper, we demonstrate that the old and new paradigms can be combined to obtain the advantages of both worlds, by replacing the attention in Tacotron 2 with an autoregressive left-right no-skip hidden Markov model defined by a neural network. This leads to an HMM-based neural TTS model with monotonic alignment, trained to maximise the full sequence likelihood without approximations. We discuss how to combine innovations from both classical and contemporary TTS for best results. The final system is smaller and simpler than Tacotron 2 and learns to align and speak with fewer iterations, whilst achieving the same naturalness prior to the post-net. Our system also allows easy control over speaking rate. Audio examples and code are available at https://shivammehta007.github.io/Neural-HMM/
Abstract:Text-to-speech and co-speech gesture synthesis have until now been treated as separate areas by two different research communities, and applications merely stack the two technologies using a simple system-level pipeline. This can lead to modeling inefficiencies and may introduce inconsistencies that limit the achievable naturalness. We propose to instead synthesize the two modalities in a single model, a new problem we call integrated speech and gesture synthesis (ISG). We also propose a set of models modified from state-of-the-art neural speech-synthesis engines to achieve this goal. We evaluate the models in three carefully-designed user studies, two of which evaluate the synthesized speech and gesture in isolation, plus a combined study that evaluates the models like they will be used in real-world applications -- speech and gesture presented together. The results show that participants rate one of the proposed integrated synthesis models as being as good as the state-of-the-art pipeline system we compare against, in all three tests. The model is able to achieve this with faster synthesis time and greatly reduced parameter count compared to the pipeline system, illustrating some of the potential benefits of treating speech and gesture synthesis together as a single, unified problem. Videos and code are available on our project page at https://swatsw.github.io/isg_icmi21/
Abstract:Embodied conversational agents benefit from being able to accompany their speech with gestures. Although many data-driven approaches to gesture generation have been proposed in recent years, it is still unclear whether such systems can consistently generate gestures that convey meaning. We investigate which gesture properties (phase, category, and semantics) can be predicted from speech text and/or audio using contemporary deep learning. In extensive experiments, we show that gesture properties related to gesture meaning (semantics and category) are predictable from text features (time-aligned BERT embeddings) alone, but not from prosodic audio features, while rhythm-related gesture properties (phase) on the other hand can be predicted from either audio, text (with word-level timing information), or both. These results are encouraging as they indicate that it is possible to equip an embodied agent with content-wise meaningful co-speech gestures using a machine-learning model.
Abstract:In pursuit of explainability, we develop generative models for sequential data. The proposed models provide state-of-the-art classification results and robust performance for speech phone classification. We combine modern neural networks (normalizing flows) and traditional generative models (hidden Markov models - HMMs). Normalizing flow-based mixture models (NMMs) are used to model the conditional probability distribution given the hidden state in the HMMs. Model parameters are learned through judicious combinations of time-tested Bayesian learning methods and contemporary neural network learning methods. We mainly combine expectation-maximization (EM) and mini-batch gradient descent. The proposed generative models can compute likelihood of a data and hence directly suitable for maximum-likelihood (ML) classification approach. Due to structural flexibility of HMMs, we can use different normalizing flow models. This leads to different types of HMMs providing diversity in data modeling capacity. The diversity provides an opportunity for easy decision fusion from different models. For a standard speech phone classification setup involving 39 phones (classes) and the TIMIT dataset, we show that the use of standard features called mel-frequency-cepstral-coeffcients (MFCCs), the proposed generative models, and the decision fusion together can achieve $86.6\%$ accuracy by generative training only. This result is close to state-of-the-art results, for examples, $86.2\%$ accuracy of PyTorch-Kaldi toolkit [1], and $85.1\%$ accuracy using light gated recurrent units [2]. We do not use any discriminative learning approach and related sophisticated features in this article.
Abstract:We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational.
Abstract:Dance requires skillful composition of complex movements that follow rhythmic, tonal and timbral features of music. Formally, generating dance conditioned on a piece of music can be expressed as a problem of modelling a high-dimensional continuous motion signal, conditioned on an audio signal. In this work we make two contributions to tackle this problem. First, we present a novel probabilistic autoregressive architecture that models the distribution over future poses with a normalizing flow conditioned on previous poses as well as music context, using a multimodal transformer encoder. Second, we introduce the currently largest 3D dance-motion dataset, obtained with a variety of motion-capture technologies, and including both professional and casual dancers. Using this dataset, we compare our new model against two baselines, via objective metrics and a user study, and show that both the ability to model a probability distribution, as well as being able to attend over a large motion and music context are necessary to produce interesting, diverse, and realistic dance that matches the music.