Abstract:Unifying speech, sound, and music generation in one model is hindered by tradeoffs between fidelity, end-to-end training, in-context conditioning, and variable-length synthesis that no current paradigm fully resolves. To address this challenge, we present AudioCALM, a universal audio generation framework that extends autoregressive (AR) next-token prediction from discrete tokens to continuous audio latents: a thin flow-matching head replaces the softmax to predict rectified-flow velocities at each position, and a block-causal AR-Flow attention pattern produces arbitrary-length output. Joint training of multiple audio generation tasks faces an asymmetric text--audio mismatch: speech transcripts align to specific time spans and demand tight, time-aligned attention, whereas sound and music captions describe only overall semantics and rely on diffuse, holistic attention; mixing the two disproportionately degrades sound and music generation. We address this asymmetry at two levels: a data reformulation strategy that unifies all three tasks under a single description-style conditioning interface, and a novel architecture Asymmetric Mixture-of-Modality-Experts (A-MoME), which adds a dedicated residual expert for speech while sound and music share the backbone, incurring no inference overhead on non-speech inputs. Experimental results demonstrate that AudioCALM matches modality-specific state-of-the-art and outperforms prior unified baselines on speech, sound, and music generation benchmarks.
Abstract:Continuous Variational Autoencoders (VAEs) serve as the fundamental continuous tokenizer for modern neural audio generation systems, enabling high-fidelity reconstruction while providing a compact, smooth latent space for downstream generative priors. However, continuous VAEs face a fundamental conflict among compression rate, reconstruction fidelity, and latent space topology, which we formalize as the Rate-Distortion-Regularity Trilemma. This trilemma stems from a topological mismatch: the isotropic Gaussian prior in standard VAEs imposes a flat latent geometry that fails to accommodate audio's hierarchical nature, where low-frequency components are structured and compressible while high-frequency components are stochastic and incompressible, leading to disordered information packing in which crucial semantic features are interleaved with high-entropy noise. To address this challenge, we propose Structured Topology-Aware Regularization (STAR), a general training strategy that reshapes latent space geometry by imposing a growth-based constraint field, routing structural and textural information into channel subspaces with matching capacities. STAR is applicable to any VAE architecture and effectively resolves the trilemma, as demonstrated in CNN-based VAEs. We further present STAR-VAE, which combines STAR with a hybrid CNN-Mamba architecture for local feature extraction and linear-complexity global context modeling, and STAR-Gen, an LLM-based Flow Matching framework that leverages STAR-VAE's structured latent space for high-fidelity generation without vector quantization artifacts. Experiments across diverse audio domains show that STAR-VAE achieves state-of-the-art reconstruction fidelity and enhanced semantic information preservation, while the structured latent space improves both traditional diffusion models and STAR-Gen for text-to-audio generation.




Abstract:While end-to-end video-to-audio generation has greatly improved, producing high-fidelity audio that authentically captures the nuances of visual content remains challenging. Like professionals in the creative industries, such generation requires sophisticated reasoning about items such as visual dynamics, acoustic environments, and temporal relationships. We present \textbf{ThinkSound}, a novel framework that leverages Chain-of-Thought (CoT) reasoning to enable stepwise, interactive audio generation and editing for videos. Our approach decomposes the process into three complementary stages: foundational foley generation that creates semantically coherent soundscapes, interactive object-centric refinement through precise user interactions, and targeted editing guided by natural language instructions. At each stage, a multimodal large language model generates contextually aligned CoT reasoning that guides a unified audio foundation model. Furthermore, we introduce \textbf{AudioCoT}, a comprehensive dataset with structured reasoning annotations that establishes connections between visual content, textual descriptions, and sound synthesis. Experiments demonstrate that ThinkSound achieves state-of-the-art performance in video-to-audio generation across both audio metrics and CoT metrics and excels in out-of-distribution Movie Gen Audio benchmark. The demo page is available at https://ThinkSound-Demo.github.io.




Abstract:Traditional video-to-audio generation techniques primarily focus on field-of-view (FoV) video and non-spatial audio, often missing the spatial cues necessary for accurately representing sound sources in 3D environments. To address this limitation, we introduce a novel task, 360V2SA, to generate spatial audio from 360-degree videos, specifically producing First-order Ambisonics (FOA) audio - a standard format for representing 3D spatial audio that captures sound directionality and enables realistic 3D audio reproduction. We first create Sphere360, a novel dataset tailored for this task that is curated from real-world data. We also design an efficient semi-automated pipeline for collecting and cleaning paired video-audio data. To generate spatial audio from 360-degree video, we propose a novel framework OmniAudio, which leverages self-supervised pre-training using both spatial audio data (in FOA format) and large-scale non-spatial data. Furthermore, OmniAudio features a dual-branch framework that utilizes both panoramic and FoV video inputs to capture comprehensive local and global information from 360-degree videos. Experimental results demonstrate that OmniAudio achieves state-of-the-art performance across both objective and subjective metrics on Sphere360. Code and datasets will be released at https://github.com/liuhuadai/OmniAudio. The demo page is available at https://OmniAudio-360V2SA.github.io.