Audio textures are a subset of environmental sounds, often defined as having stable statistical characteristics within an adequately large window of time but may be unstructured locally. They include common everyday sounds such as from rain, wind, and engines. Given that these complex sounds contain patterns on multiple timescales, they are a challenge to model with traditional methods. We introduce a novel modelling approach for textures, combining recurrent neural networks trained at different levels of abstraction with a conditioning strategy that allows for user-directed synthesis. We demonstrate the model's performance on a variety of datasets, examine its performance on various metrics, and discuss some potential applications.
Sound modelling is the process of developing algorithms that generate sound under parametric control. There are a few distinct approaches that have been developed historically including modelling the physics of sound production and propagation, assembling signal generating and processing elements to capture acoustic features, and manipulating collections of recorded audio samples. While each of these approaches has been able to achieve high-quality synthesis and interaction for specific applications, they are all labour-intensive and each comes with its own challenges for designing arbitrary control strategies. Recent generative deep learning systems for audio synthesis are able to learn models that can traverse arbitrary spaces of sound defined by the data they train on. Furthermore, machine learning systems are providing new techniques for designing control and navigation strategies for these models. This paper is a review of developments in deep learning that are changing the practice of sound modelling.
One of the decisions that arise when designing a neural network for any application is how the data should be represented in order to be presented to, and possibly generated by, a neural network. For audio, the choice is less obvious than it seems to be for visual images, and a variety of representations have been used for different applications including the raw digitized sample stream, hand-crafted features, machine discovered features, MFCCs and variants that include deltas, and a variety of spectral representations. This paper reviews some of these representations and issues that arise, focusing particularly on spectrograms for generating audio using neural networks for style transfer.