We introduce WavCraft, a collective system that leverages large language models (LLMs) to connect diverse task-specific models for audio content creation and editing. Specifically, WavCraft describes the content of raw sound materials in natural language and prompts the LLM conditioned on audio descriptions and users' requests. WavCraft leverages the in-context learning ability of the LLM to decomposes users' instructions into several tasks and tackle each task collaboratively with audio expert modules. Through task decomposition along with a set of task-specific models, WavCraft follows the input instruction to create or edit audio content with more details and rationales, facilitating users' control. In addition, WavCraft is able to cooperate with users via dialogue interaction and even produce the audio content without explicit user commands. Experiments demonstrate that WavCraft yields a better performance than existing methods, especially when adjusting the local regions of audio clips. Moreover, WavCraft can follow complex instructions to edit and even create audio content on the top of input recordings, facilitating audio producers in a broader range of applications. Our implementation and demos are available at https://github.com/JinhuaLiang/WavCraft.
WHO's report on environmental noise estimates that 22 M people suffer from chronic annoyance related to noise caused by audio events (AEs) from various sources. Annoyance may lead to health issues and adverse effects on metabolic and cognitive systems. In cities, monitoring noise levels does not provide insights into noticeable AEs, let alone their relations to annoyance. To create annoyance-related monitoring, this paper proposes a graph-based model to identify AEs in a soundscape, and explore relations between diverse AEs and human-perceived annoyance rating (AR). Specifically, this paper proposes a lightweight multi-level graph learning (MLGL) based on local and global semantic graphs to simultaneously perform audio event classification (AEC) and human annoyance rating prediction (ARP). Experiments show that: 1) MLGL with 4.1 M parameters improves AEC and ARP results by using semantic node information in local and global context aware graphs; 2) MLGL captures relations between coarse and fine-grained AEs and AR well; 3) Statistical analysis of MLGL results shows that some AEs from different sources significantly correlate with AR, which is consistent with previous research on human perception of these sound sources.
Sound event localization and detection (SELD) combines two subtasks: sound event detection (SED) and direction of arrival (DOA) estimation. SELD is usually tackled as an audio-only problem, but visual information has been recently included. Few audio-visual (AV)-SELD works have been published and most employ vision via face/object bounding boxes, or human pose keypoints. In contrast, we explore the integration of audio and visual feature embeddings extracted with pre-trained deep networks. For the visual modality, we tested ResNet50 and Inflated 3D ConvNet (I3D). Our comparison of AV fusion methods includes the AV-Conformer and Cross-Modal Attentive Fusion (CMAF) model. Our best models outperform the DCASE 2023 Task3 audio-only and AV baselines by a wide margin on the development set of the STARSS23 dataset, making them competitive amongst state-of-the-art results of the AV challenge, without model ensembling, heavy data augmentation, or prediction post-processing. Such techniques and further pre-training could be applied as next steps to improve performance.
The auditory system plays a substantial role in shaping the overall human perceptual experience. While prevailing large language models (LLMs) and visual language models (VLMs) have shown their promise in solving a wide variety of vision and language understanding tasks, only a few of them can be generalised to the audio domain without compromising their domain-specific capacity. In this work, we introduce Acoustic Prompt Turning (APT), a new adapter extending LLMs and VLMs to the audio domain by soft prompting only. Specifically, APT applies an instruction-aware audio aligner to generate soft prompts, conditioned on both input text and sounds, as language model inputs. To mitigate the data scarcity in the audio domain, a multi-task learning strategy is proposed by formulating diverse audio tasks in a sequence-to-sequence manner. Moreover, we improve the framework of audio language model by using interleaved audio-text embeddings as the input sequence. This improved framework imposes zero constraints on the input format and thus is capable of tackling more understanding tasks, such as few-shot audio classification and audio reasoning. To further evaluate the reasoning ability of audio networks, we propose natural language audio reasoning (NLAR), a new task that analyses across two audio clips by comparison and summarization. Experiments show that APT-enhanced LLMs (namely APT-LLMs) achieve competitive results compared to the expert models (i.e., the networks trained on the targeted datasets) across various tasks. We finally demonstrate the APT's ability in extending frozen VLMs to the audio domain without finetuning, achieving promising results in the audio-visual question and answering task. Our code and model weights are released at https://github.com/JinhuaLiang/APT.
Audio-visual speaker tracking has drawn increasing attention over the past few years due to its academic values and wide application. Audio and visual modalities can provide complementary information for localization and tracking. With audio and visual information, the Bayesian-based filter can solve the problem of data association, audio-visual fusion and track management. In this paper, we conduct a comprehensive overview of audio-visual speaker tracking. To our knowledge, this is the first extensive survey over the past five years. We introduce the family of Bayesian filters and summarize the methods for obtaining audio-visual measurements. In addition, the existing trackers and their performance on AV16.3 dataset are summarized. In the past few years, deep learning techniques have thrived, which also boosts the development of audio visual speaker tracking. The influence of deep learning techniques in terms of measurement extraction and state estimation is also discussed. At last, we discuss the connections between audio-visual speaker tracking and other areas such as speech separation and distributed speaker tracking.
First-shot (FS) unsupervised anomalous sound detection (ASD) is a brand-new task introduced in DCASE 2023 Challenge Task 2, where the anomalous sounds for the target machine types are unseen in training. Existing methods often rely on the availability of normal and abnormal sound data from the target machines. However, due to the lack of anomalous sound data for the target machine types, it becomes challenging when adapting the existing ASD methods to the first-shot task. In this paper, we propose a new framework for the first-shot unsupervised ASD, where metadata-assisted audio generation is used to estimate unknown anomalies, by utilising the available machine information (i.e., metadata and sound data) to fine-tune a text-to-audio generation model for generating the anomalous sounds that contain unique acoustic characteristics accounting for each different machine types. We then use the method of Time-Weighted Frequency domain audio Representation with Gaussian Mixture Model (TWFR-GMM) as the backbone to achieve the first-shot unsupervised ASD. Our proposed FS-TWFR-GMM method achieves competitive performance amongst top systems in DCASE 2023 Challenge Task 2, while requiring only 1% model parameters for detection, as validated in our experiments.
Unsupervised anomalous sound detection (ASD) aims to detect unknown anomalous sounds of devices when only normal sound data is available. The autoencoder (AE) and self-supervised learning based methods are two mainstream methods. However, the AE-based methods could be limited as the feature learned from normal sounds can also fit with anomalous sounds, reducing the ability of the model in detecting anomalies from sound. The self-supervised methods are not always stable and perform differently, even for machines of the same type. In addition, the anomalous sound may be short-lived, making it even harder to distinguish from normal sound. This paper proposes an ID constrained Transformer-based autoencoder (IDC-TransAE) architecture with weighted anomaly score computation for unsupervised ASD. Machine ID is employed to constrain the latent space of the Transformer-based autoencoder (TransAE) by introducing a simple ID classifier to learn the difference in the distribution for the same machine type and enhance the ability of the model in distinguishing anomalous sound. Moreover, weighted anomaly score computation is introduced to highlight the anomaly scores of anomalous events that only appear for a short time. Experiments performed on DCASE 2020 Challenge Task2 development dataset demonstrate the effectiveness and superiority of our proposed method.
Audio-visual video parsing is the task of categorizing a video at the segment level with weak labels, and predicting them as audible or visible events. Recent methods for this task leverage the attention mechanism to capture the semantic correlations among the whole video across the audio-visual modalities. However, these approaches have overlooked the importance of individual segments within a video and the relationship among them, and tend to rely on a single modality when learning features. In this paper, we propose a novel interactive-enhanced cross-modal perception method~(CM-PIE), which can learn fine-grained features by applying a segment-based attention module. Furthermore, a cross-modal aggregation block is introduced to jointly optimize the semantic representation of audio and visual signals by enhancing inter-modal interactions. The experimental results show that our model offers improved parsing performance on the Look, Listen, and Parse dataset compared to other methods.
Most deep learning-based acoustic scene classification (ASC) approaches identify scenes based on acoustic features converted from audio clips containing mixed information entangled by polyphonic audio events (AEs). However, these approaches have difficulties in explaining what cues they use to identify scenes. This paper conducts the first study on disclosing the relationship between real-life acoustic scenes and semantic embeddings from the most relevant AEs. Specifically, we propose an event-relational graph representation learning (ERGL) framework for ASC to classify scenes, and simultaneously answer clearly and straightly which cues are used in classifying. In the event-relational graph, embeddings of each event are treated as nodes, while relationship cues derived from each pair of nodes are described by multi-dimensional edge features. Experiments on a real-life ASC dataset show that the proposed ERGL achieves competitive performance on ASC by learning embeddings of only a limited number of AEs. The results show the feasibility of recognizing diverse acoustic scenes based on the audio event-relational graph. Visualizations of graph representations learned by ERGL are available here (https://github.com/Yuanbo2020/ERGL).
The use of audio and visual modality for speaker localization has been well studied in the literature by exploiting their complementary characteristics. However, most previous works employ the setting of static sensors mounted at fixed positions. Unlike them, in this work, we explore the ego-centric setting, where the heterogeneous sensors are embodied and could be moving with a human to facilitate speaker localization. Compared to the static scenario, the ego-centric setting is more realistic for smart-home applications e.g., a service robot. However, this also brings new challenges such as blurred images, frequent speaker disappearance from the field of view of the wearer, and occlusions. In this paper, we study egocentric audio-visual speaker DOA estimation and deal with the challenges mentioned above. Specifically, we propose a transformer-based audio-visual fusion method to estimate the relative DOA of the speaker to the wearer, and design a training strategy to mitigate the problem of the speaker disappearing from the camera's view. We also develop a new dataset for simulating the out-of-view scenarios, by creating a scene with a camera wearer walking around while a speaker is moving at the same time. The experimental results show that our proposed method offers promising performance in this new dataset in terms of tracking accuracy. Finally, we adapt the proposed method for the multi-speaker scenario. Experiments on EasyCom show the effectiveness of the proposed model for multiple speakers in real scenarios, which achieves state-of-the-art results in the sphere active speaker detection task and the wearer activity prediction task. The simulated dataset and related code are available at https://github.com/KawhiZhao/Egocentric-Audio-Visual-Speaker-Localization.