Music generation is the task of generating music or music-like sounds from a model or algorithm.
In the era of generative AI, ensuring the privacy of music data presents unique challenges: unlike static artworks such as images, music data is inherently temporal and multimodal, and it is sampled, transformed, and remixed at an unprecedented scale. These characteristics make its core vector embeddings, i.e, the numerical representations of the music, highly susceptible to being learned, misused, or even stolen by models without accessing the original audio files. Traditional methods like copyright licensing and digital watermarking offer limited protection for these abstract mathematical representations, thus necessitating a stronger, e.g., cryptographic, approach to safeguarding the embeddings themselves. Standard encryption schemes, such as AES, render data unintelligible for computation, making such searches impossible. While Fully Homomorphic Encryption (FHE) provides a plausible solution by allowing arbitrary computations on ciphertexts, its substantial performance overhead remains impractical for large-scale vector similarity searches. Given this trade-off, we propose a more practical approach using Additive Homomorphic Encryption (AHE) for vector similarity search. The primary contributions of this paper are threefold: we analyze threat models unique to music information retrieval systems; we provide a theoretical analysis and propose an efficient AHE-based solution through inner products of music embeddings to deliver privacy-preserving similarity search; and finally, we demonstrate the efficiency and practicality of the proposed approach through empirical evaluation and comparison to FHE schemes on real-world MP3 files.

Music adversarial attacks have garnered significant interest in the field of Music Information Retrieval (MIR). In this paper, we present Music Adversarial Inpainting Attack (MAIA), a novel adversarial attack framework that supports both white-box and black-box attack scenarios. MAIA begins with an importance analysis to identify critical audio segments, which are then targeted for modification. Utilizing generative inpainting models, these segments are reconstructed with guidance from the output of the attacked model, ensuring subtle and effective adversarial perturbations. We evaluate MAIA on multiple MIR tasks, demonstrating high attack success rates in both white-box and black-box settings while maintaining minimal perceptual distortion. Additionally, subjective listening tests confirm the high audio fidelity of the adversarial samples. Our findings highlight vulnerabilities in current MIR systems and emphasize the need for more robust and secure models.
We present Sleeping-DISCO 9M, a large-scale pre-training dataset for music and song. To the best of our knowledge, there are no open-source high-quality dataset representing popular and well-known songs for generative music modeling tasks such as text-music, music-captioning, singing-voice synthesis, melody reconstruction and cross-model retrieval. Past contributions focused on isolated and constrained factors whose core perspective was to create synthetic or re-recorded music corpus (e.g. GTSinger, M4Singer) and arbitrarily large-scale audio datasets (e.g. DISCO-10M and LAIONDISCO-12M) had been another focus for the community. Unfortunately, adoption of these datasets has been below substantial in the generative music community as these datasets fail to reflect real-world music and its flavour. Our dataset changes this narrative and provides a dataset that is constructed using actual popular music and world-renowned artists.
The growing capabilities of large language models and multimodal systems have spurred interest in voice-first AI assistants, yet existing benchmarks are inadequate for evaluating the full range of these systems' capabilities. We introduce VoiceAssistant-Eval, a comprehensive benchmark designed to assess AI assistants across listening, speaking, and viewing. VoiceAssistant-Eval comprises 10,497 curated examples spanning 13 task categories. These tasks include natural sounds, music, and spoken dialogue for listening; multi-turn dialogue, role-play imitation, and various scenarios for speaking; and highly heterogeneous images for viewing. To demonstrate its utility, we evaluate 21 open-source models and GPT-4o-Audio, measuring the quality of the response content and speech, as well as their consistency. The results reveal three key findings: (1) proprietary models do not universally outperform open-source models; (2) most models excel at speaking tasks but lag in audio understanding; and (3) well-designed smaller models can rival much larger ones. Notably, the mid-sized Step-Audio-2-mini (7B) achieves more than double the listening accuracy of LLaMA-Omni2-32B-Bilingual. However, challenges remain: multimodal (audio plus visual) input and role-play voice imitation tasks are difficult for current models, and significant gaps persist in robustness and safety alignment. VoiceAssistant-Eval identifies these gaps and establishes a rigorous framework for evaluating and guiding the development of next-generation AI assistants. Code and data will be released at https://mathllm.github.io/VoiceAssistantEval/ .
The ultimate purpose of generative music AI is music production. The studio-lab, a social form within the art-science branch of cross-disciplinarity, is a way to advance music production with AI music models. During a studio-lab experiment involving researchers, music producers, and an AI model for music generating bass-like audio, it was observed that the producers used the model's output to convey two or more pitches with a single harmonic complex tone, which in turn revealed that the model had learned to generate structured and coherent simultaneous melodic lines using monophonic sequences of harmonic complex tones. These findings prompt a reconsideration of the long-standing debate on whether humans can perceive harmonics as distinct pitches and highlight how generative AI can not only enhance musical creativity but also contribute to a deeper understanding of music.
Recently, the information content (IC) of predictions from a Generative Infinite-Vocabulary Transformer (GIVT) has been used to model musical expectancy and surprisal in audio. We investigate the effectiveness of such modelling using IC calculated with autoregressive diffusion models (ADMs). We empirically show that IC estimates of models based on two different diffusion ordinary differential equations (ODEs) describe diverse data better, in terms of negative log-likelihood, than a GIVT. We evaluate diffusion model IC's effectiveness in capturing surprisal aspects by examining two tasks: (1) capturing monophonic pitch surprisal, and (2) detecting segment boundaries in multi-track audio. In both tasks, the diffusion models match or exceed the performance of a GIVT. We hypothesize that the surprisal estimated at different diffusion process noise levels corresponds to the surprisal of music and audio features present at different audio granularities. Testing our hypothesis, we find that, for appropriate noise levels, the studied musical surprisal tasks' results improve. Code is provided on github.com/SonyCSLParis/audioic.
Despite recent advancements in music generation systems, their application in film production remains limited, as they struggle to capture the nuances of real-world filmmaking, where filmmakers consider multiple factors-such as visual content, dialogue, and emotional tone-when selecting or composing music for a scene. This limitation primarily stems from the absence of comprehensive datasets that integrate these elements. To address this gap, we introduce Open Screen Sound Library (OSSL), a dataset consisting of movie clips from public domain films, totaling approximately 36.5 hours, paired with high-quality soundtracks and human-annotated mood information. To demonstrate the effectiveness of our dataset in improving the performance of pre-trained models on film music generation tasks, we introduce a new video adapter that enhances an autoregressive transformer-based text-to-music model by adding video-based conditioning. Our experimental results demonstrate that our proposed approach effectively enhances MusicGen-Medium in terms of both objective measures of distributional and paired fidelity, and subjective compatibility in mood and genre. The dataset and code are available at https://havenpersona.github.io/ossl-v1.
Recent progress in text-to-music generation has enabled models to synthesize high-quality musical segments, full compositions, and even respond to fine-grained control signals, e.g. chord progressions. State-of-the-art (SOTA) systems differ significantly across many dimensions, such as training datasets, modeling paradigms, and architectural choices. This diversity complicates efforts to evaluate models fairly and pinpoint which design choices most influence performance. While factors like data and architecture are important, in this study we focus exclusively on the modeling paradigm. We conduct a systematic empirical analysis to isolate its effects, offering insights into associated trade-offs and emergent behaviors that can guide future text-to-music generation systems. Specifically, we compare the two arguably most common modeling paradigms: Auto-Regressive decoding and Conditional Flow-Matching. We conduct a controlled comparison by training all models from scratch using identical datasets, training configurations, and similar backbone architectures. Performance is evaluated across multiple axes, including generation quality, robustness to inference configurations, scalability, adherence to both textual and temporally aligned conditioning, and editing capabilities in the form of audio inpainting. This comparative study sheds light on distinct strengths and limitations of each paradigm, providing actionable insights that can inform future architectural and training decisions in the evolving landscape of text-to-music generation. Audio sampled examples are available at: https://huggingface.co/spaces/ortal1602/ARvsFM




Diffusion and flow-matching models have revolutionized automatic text-to-audio generation in recent times. These models are increasingly capable of generating high quality and faithful audio outputs capturing to speech and acoustic events. However, there is still much room for improvement in creative audio generation that primarily involves music and songs. Recent open lyrics-to-song models, such as, DiffRhythm, ACE-Step, and LeVo, have set an acceptable standard in automatic song generation for recreational use. However, these models lack fine-grained word-level controllability often desired by musicians in their workflows. To the best of our knowledge, our flow-matching-based JAM is the first effort toward endowing word-level timing and duration control in song generation, allowing fine-grained vocal control. To enhance the quality of generated songs to better align with human preferences, we implement aesthetic alignment through Direct Preference Optimization, which iteratively refines the model using a synthetic dataset, eliminating the need or manual data annotations. Furthermore, we aim to standardize the evaluation of such lyrics-to-song models through our public evaluation dataset JAME. We show that JAM outperforms the existing models in terms of the music-specific attributes.
This paper investigates GrooveTransformer, a real-time rhythm generation system, through the postphenomenological framework of Variational Cross-Examination (VCE). By reflecting on its deployment across three distinct artistic contexts, we identify three stabilities: an autonomous drum accompaniment generator, a rhythmic control voltage sequencer in Eurorack format, and a rhythm driver for a harmonic accompaniment system. The versatility of its applications was not an explicit goal from the outset of the project. Thus, we ask: how did this multistability emerge? Through VCE, we identify three key contributors to its emergence: the affordances of system invariants, the interdisciplinary collaboration, and the situated nature of its development. We conclude by reflecting on the viability of VCE as a descriptive and analytical method for Digital Musical Instrument (DMI) design, emphasizing its value in uncovering how technologies mediate, co-shape, and are co-shaped by users and contexts.