Abstract:Large audio-language models (LALMs) are increasingly used as automatic judges for speech evaluation. However, high agreement with human ratings does not guarantee that their verdicts are grounded in the audio. A judge may instead rely on specialist labels or reference data supplied by the evaluation protocol itself, taking a shortcut in place of listening to the audio. In this paper, we audit such protocol-level ``shortcuts'' in LALM judges across three common deployment protocols: feature-blueprint judging, where the audio is replaced by a structured text description of acoustic features, reference-conditioned judging, and pairwise A/B comparison. Across six judges and four attributes, we find that several LALMs rely on protocol-level shortcuts. For example, in feature-blueprint judging, incorrect specialist labels reduce five judges' emotion accuracy to 0.10 or below, and in concatenated A/B comparisons, Qwen3-Omni-Thinking often picks the same slot regardless of order swaps. These results indicate that aggregate agreement can overstate the validity of LALM judges unless the model and the evaluation protocol are assessed jointly, and that each model-protocol pair should be evaluated with a matched shortcut probe.
Abstract:Full-duplex spoken dialogue models are trained on conversational speech in which each speaker is represented as a separate stream, but existing large-scale public speech corpora are mostly monaural, making them unsuited for SDLM training. We present DuplexChat, an open-source corpus for full-duplex spoken dialogue models, and DuplexChat-Pipe, a pipeline for constructing speaker-separated full-duplex dialogue speech from public podcast feeds. DuplexChat-Pipe filters language-specific podcast feeds, retrieves and cleans episode audio, extracts diarization-guided two-speaker dialogue clips, and applies speech separation and restoration to produce one channel per speaker. Running this pipeline yields a speaker-separated spoken dialogue corpus covering 282,634 hours of English and 132,723 hours of Japanese. Analysis results on DuplexChat show that it contains turn-taking dynamics present in human dialogues.
Abstract:Discrete tokens obtained from neural audio codecs (NACs) have been used as compact representations in audio generation and understanding models. In such token-based systems, token temporal resolution (TTR), defined as the time interval between adjacent token frames, is important because it controls the trade-off between representing rapid acoustic events and reducing token-sequence length. However, most NACs are trained at a single TTR and require separate training for each TTR. This paper proposes a mechanism that enables a single NAC to operate at multiple TTRs using sampling-frequency-independent convolutional layers. The mechanism regards TTR as the sampling period of the token sequence and generates TTR-dependent convolutional kernels from a shared parameter set, while adjusting the kernel size and stride for each TTR. We incorporate the mechanism into Descript Audio Codec, leaving the quantizer unchanged. Experiments on environmental sound reconstruction show that the proposed model outperforms a single-model baseline that switches TTR-specific layers for each TTR.
Abstract:This paper introduces CraBERT, a pre-trained phoneme encoder (PPEnc) designed for efficient pre-training in text-to-speech (TTS). CraBERT employs a cascade-fusion architecture and a subword-phoneme alignment algorithm to integrate representations from a pre-trained subword-level BERT into a phoneme-level BERT. This design provides prior word- and sentence-level information, reducing the amount of pre-training required by the phoneme encoder. Subjective listening evaluations show that CraBERT achieves MOS values comparable to existing PPEncs after approximately one epoch of pre-training, whereas the baselines in our comparison are pre-trained for approximately ten epochs. These results demonstrate that CraBERT can efficiently learn representations suitable for improving the perceived naturalness and prosody of synthesized speech.
Abstract:We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: https://youtu.be/pmrRUlvav8M.
Abstract:AI-generated music detectors can appear robust on standard benchmark splits, yet their deployments require transfer to generator sources absent during training. We study this problem with source-restricted evaluation on \textsc{MoM-open}, an open reconstruction of MoM-CLAM that replaces the non-redistributable real corpus with FMA and MTG-Jamendo while preserving the fake-generator protocol. To isolate the role of representation, we introduce \textsc{CoMoE}, a compact fixed classifier for comparing heterogeneous audio token spaces while keeping the downstream architecture and training recipe unchanged. Experiments show that standard and real-source-restricted splits are nearly saturated, whereas fake-source restriction exposes large differences between token spaces: X-Codec tokens are strongest when training on Udio alone, while MERT-derived tokens are stronger when training on Suno-v3.5 alone. These results suggest that codec-style discrete token spaces should be treated as a primary experimental axis under generator shift in AI-generated music detection. Our code and data are available at https://github.com/MAAP-LAB/CoMoE.
Abstract:This study presents a comparative analysis between the speaker embeddings of speech foundation models and human subjective perception of speaker similarity. Human listeners have the ability to judge speaker similarity on a continuous scale discerning how similar two voices are. In contrast, speech foundation models embed speaker characteristics into numerical representation. However, a question remains: does the numerical distance between speaker embeddings in these models truly align with the similarity perceived by humans? To address this, we conduct a comprehensive investigation using more than 40 models to compare model-derived distances with human-perceived similarity scores. Furthermore, we identify which factors in model configuration contribute most to a speaker embedding that mirrors human perception. Our findings provide insights for the development of more perceptually grounded speech foundation models.
Abstract:Metric-induced discrete flow matching (MI-DFM) exploits token-latent geometry for discrete generation, but its practical use is limited by two issues: heuristic schedulers requiring hyperparameter search, and finite-step path-tracking error from its first-order continuous-time Markov chain (CTMC) solver. We address both issues. First, we derive a kinetic-optimal scheduler for prescribed scalar-parameterized probability paths, and instantiate it for MI-DFM as a training-free numerical schedule that traverses the path at constant Fisher-Rao speed. Second, we introduce a finite-step moment correction that adjusts the jump probability while preserving the CTMC jump destination distribution. We validate the resulting method, GibbsTTS, on codec-based zero-shot text-to-speech (TTS). Under controlled comparisons with a unified architecture and large-scale dataset, GibbsTTS achieves the best objective naturalness and is preferred in subjective evaluations over masked discrete generative baselines. Additionally, in comparison with the evaluated state-of-the-art TTS systems, GibbsTTS shows strong speaker similarity, achieving the highest similarity on three of four test sets and ranking second on the fourth. Project page: https://ydqmkkx.github.io/GibbsTTSProject
Abstract:Full-duplex dialogue audio, in which each speaker is recorded on a separate track, is an important resource for spoken dialogue research, but is difficult to collect at scale. Most in-the-wild two-speaker dialogue is available only as degraded monaural mixtures, making it unsuitable for systems requiring clean speaker-wise signals. We propose DialogueSidon, a model for joint restoration and separation of degraded monaural two-speaker dialogue audio. DialogueSidon combines a variational autoencoder (VAE) operates on the speech self-supervised learning (SSL) model feature, which compresses SSL model features into a compact latent space, with a diffusion-based latent predictor that recovers speaker-wise latent representations from the degraded mixture. Experiments on English, multilingual, and in-the-wild dialogue datasets show that DialogueSidon substantially improves intelligibility and separation quality over a baseline, while also achieving much faster inference.
Abstract:Robotic grinding is widely used for shaping workpieces in manufacturing, but it remains difficult to automate this process efficiently. In particular, efficiently grinding workpieces of different shapes and material hardness is challenging because removal resistance varies with local contact conditions. Moreover, it is difficult to achieve accurate estimation of removal resistance and analytical modeling of shape transition, and learning-based approaches often require large amounts of training data to cover diverse processing conditions. To address these challenges, we decompose robotic grinding into two components: removal-shape planning and contact-force adaptation. Based on this formulation, we propose DecompGrind, a framework that combines Global Cutting-Surface Planning (GCSP) and Local Contact-Force Adaptation (LCFA). GCSP determines removal shapes through geometric analysis of the current and target shapes without learning, while LCFA learns a contact-force adaptation policy using bilateral control-based imitation learning during the grinding of each removal shape. This decomposition restricts learning to local contact-force adaptation, allowing the policy to be learned from a small number of demonstrations, while handling global shape transition geometrically. Experiments using a robotic grinding system and 3D-printed workpieces demonstrate efficient robotic grinding of workpieces having different shapes and material hardness while maintaining safe levels of contact force.