Generative adversarial networks (GANs) and diffusion models have recently achieved state-of-the-art performance in audio super-resolution (ADSR), producing perceptually convincing wideband audio from narrowband inputs. However, existing evaluations primarily rely on signal-level or perceptual metrics, leaving open the question of how closely the distributions of synthetic super-resolved and real wideband audio match. Here we address this problem by analyzing the separability of real and super-resolved audio in various embedding spaces. We consider both middle-band ($4\to 16$~kHz) and full-band ($16\to 48$~kHz) upsampling tasks for speech and music, training linear classifiers to distinguish real from synthetic samples based on multiple types of audio embeddings. Comparisons with objective metrics and subjective listening tests reveal that embedding-based classifiers achieve near-perfect separation, even when the generated audio attains high perceptual quality and state-of-the-art metric scores. This behavior is consistent across datasets and models, including recent diffusion-based approaches, highlighting a persistent gap between perceptual quality and true distributional fidelity in ADSR models.
Recent advances in audio large language models (ALLMs) have made high-quality synthetic audio widely accessible, increasing the risk of malicious audio deepfakes across speech, environmental sounds, singing voice, and music. Real-world audio deepfake detection (ADD) therefore requires all-type detectors that generalize across heterogeneous audio and provide interpretable decisions. Given the strong multi-task generalization ability of ALLMs, we first investigate their performance on all-type ADD under both supervised fine-tuning (SFT) and reinforcement fine-tuning (RFT). However, SFT using only binary real/fake labels tends to reduce the model to a black-box classifier, sacrificing interpretability. Meanwhile, vanilla RFT under sparse supervision is prone to reward hacking and can produce hallucinated, ungrounded rationales. To address this, we propose an automatic annotation and polishing pipeline that constructs Frequency-Time structured chain-of-thought (CoT) rationales, producing ~340K cold-start demonstrations. Building on CoT data, we propose Frequency Time-Group Relative Policy Optimization (FT-GRPO), a two-stage training paradigm that cold-starts ALLMs with SFT and then applies GRPO under rule-based frequency-time constraints. Experiments demonstrate that FT-GRPO achieves state-of-the-art performance on all-type ADD while producing interpretable, FT-grounded rationales. The data and code are available online.
With the advancement of AIGC (AI-generated content) technologies, an increasing number of generative models are revolutionizing fields such as video editing, music generation, and even film production. However, due to the limitations of current AIGC models, most models can only serve as individual components within specific application scenarios and are not capable of completing tasks end-to-end in real-world applications. In real-world applications, editing experts often work with a wide variety of images and video inputs, producing multimodal outputs -- a video typically includes audio, text, and other elements. This level of integration across multiple modalities is something current models are unable to achieve effectively. However, the rise of agent-based systems has made it possible to use AI tools to tackle complex content generation tasks. To deal with the complex scenarios, in this paper, we propose a MultiMedia-Agent designed to automate complex content creation. Our agent system includes a data generation pipeline, a tool library for content creation, and a set of metrics for evaluating preference alignment. Notably, we introduce the skill acquisition theory to model the training data curation and agent training. We designed a two-stage correlation strategy for plan optimization, including self-correlation and model preference correlation. Additionally, we utilized the generated plans to train the MultiMedia-Agent via a three stage approach including base/success plan finetune and preference optimization. The comparison results demonstrate that the our approaches are effective and the MultiMedia-Agent can generate better multimedia content compared to novel models.
In music creation, rapid prototyping is essential for exploring and refining ideas, yet existing generative tools often fall short when users require both structural control and stylistic flexibility. Prior approaches in stem-to-stem generation can condition on other musical stems but offer limited control over rhythm, and timbre-transfer methods allow users to specify specific rhythms, but cannot condition on musical context. We introduce DARC, a generative drum accompaniment model that conditions both on musical context from other stems and explicit rhythm prompts such as beatboxing or tapping tracks. Using parameter-efficient fine-tuning, we augment STAGE, a state-of-the-art drum stem generator, with fine-grained rhythm control while maintaining musical context awareness.
There is a wide variety of music similarity detection algorithms, while discussions about music plagiarism in the real world are often based on audience perceptions. Therefore, we aim to conduct a study to examine the key criteria of human perception of music plagiarism, focusing on the three commonly used musical features in similarity analysis: melody, rhythm, and chord progression. After identifying the key features and levels of variation humans use in perceiving musical similarity, we propose a LLM-as-a-judge framework that applies a systematic, step-by-step approach, drawing on modules that extract such high-level attributes.
Video game music (VGM) is often studied under the same lens as film music, which largely focuses on its theoretical functionality with relation to the identified genres of the media. However, till date, we are unaware of any systematic approach that analyzes the quantifiable musical features in VGM across several identified game genres. Therefore, we extracted musical features from VGM in games from three sub-genres of Role-Playing Games (RPG), and then hypothesized how different musical features are correlated to the perceptions and portrayals of each genre. This observed correlation may be used to further suggest such features are relevant to the expected storytelling elements or play mechanics associated with the sub-genre.
This paper investigates node deployment strategies for robust multi-node cooperative localization in integrated sensing and communication (ISAC) networks.We first analyze how steering vector correlation across different positions affects localization performance and introduce a novel distance-weighted correlation metric to characterize this effect. Building upon this insight, we propose a deployment optimization framework that minimizes the maximum weighted steering vector correlation by optimizing simultaneously node positions and array orientations, thereby enhancing worst-case network robustness. Then, a genetic algorithm (GA) is developed to solve this min-max optimization, yielding optimized node positions and array orientations. Extensive simulations using both multiple signal classification (MUSIC) and neural-network (NN)-based localization validate the effectiveness of the proposed methods, demonstrating significant improvements in robust localization performance.
Large language models have achieved significant success in various domains, yet their understanding of lyric-centric knowledge has not been fully explored. In this work, we first introduce PlaylistSense, a dataset to evaluate the playlist understanding capability of language models. PlaylistSense encompasses ten types of user queries derived from common real-world perspectives, challenging LLMs to accurately grasp playlist features and address diverse user intents. Comprehensive evaluations indicate that current general-purpose LLMs still have potential for improvement in playlist understanding. Inspired by this, we introduce SongSage, a large musical language model equipped with diverse lyric-centric intelligence through lyric generative pretraining. SongSage undergoes continual pretraining on LyricBank, a carefully curated corpus of 5.48 billion tokens focused on lyrical content, followed by fine-tuning with LyricBank-SFT, a meticulously crafted instruction set comprising 775k samples across nine core lyric-centric tasks. Experimental results demonstrate that SongSage exhibits a strong understanding of lyric-centric knowledge, excels in rewriting user queries for zero-shot playlist recommendations, generates and continues lyrics effectively, and performs proficiently across seven additional capabilities. Beyond its lyric-centric expertise, SongSage also retains general knowledge comprehension and achieves a competitive MMLU score. We will keep the datasets inaccessible due to copyright restrictions and release the SongSage and training script to ensure reproducibility and support music AI research and applications, the datasets release plan details are provided in the appendix.
We study timbre transfer as an inference-time editing problem for music audio. Starting from a strong pre-trained latent diffusion model, we introduce a lightweight procedure that requires no additional training: (i) a dimension-wise noise injection that targets latent channels most informative of instrument identity, and (ii) an early-step clamping mechanism that re-imposes the input's melodic and rhythmic structure during reverse diffusion. The method operates directly on audio latents and is compatible with text/audio conditioning (e.g., CLAP). We discuss design choices,analyze trade-offs between timbral change and structural preservation, and show that simple inference-time controls can meaningfully steer pre-trained models for style-transfer use cases.
Digital Audio Workstations (DAWs) are central to modern music production but often encumber the musician's workflow, tethering them to a desk and hindering natural interaction with their instrument. Furthermore, effective remote collaboration remains a significant challenge, with existing solutions hampered by network latency and asynchronous file sharing. This paper investigates the potential of Mixed Reality (MR) to overcome these barriers, creating an intuitive environment for real-time, remote musical collaboration. We employ qualitative and speculative design techniques to better understand: 1) how players currently use DAWs, and 2) to imagine a speculative future of collaborative MR-DAWs. To facilitate this discussion, we developed and evaluated the usability of a design probe, MR-DAW. An MR system enabling multiple, geographically dispersed users to control a single, shared DAW instance while moving freely in their local spaces. Our networked system enables each remote musician to use a physical foot pedal for collaborative looping, merging a familiar, hands-free interaction with a shared virtual session. Based on interviews and system evaluations with 20 musicians, we analyze current practices, report on the user experience with our MR system, and speculate on the future of musical collaboration in MR. Our results highlight the affordances of MR for unencumbered musical interaction and provide a speculative outlook on the future of remote collaborative DAWs in the Musical Metaverse.