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ImmerseDiffusion: A Generative Spatial Audio Latent Diffusion Model
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We introduce ImmerseDiffusion, an end-to-end generative audio model that produces 3D immersive soundscapes conditioned on the spatial, temporal, and environmental conditions of sound objects. ImmerseDiffusion is trained to generate first-order ambisonics (FOA) audio, which is a conventional spatial audio format comprising four channels that can be rendered to multichannel spatial output. The proposed generative system is composed of a spatial audio codec that maps FOA audio to latent components, a latent diffusion model trained based on various user input types, namely, text prompts, spatial, temporal and environmental acoustic parameters, and optionally a spatial audio and text encoder trained in a Contrastive Language and Audio Pretraining (CLAP) style. We propose metrics to evaluate the quality and spatial adherence of the generated spatial audio. Finally, we assess the model performance in terms of generation quality and spatial conformance, comparing the two proposed modes: ``descriptive", which uses spatial text prompts) and ``parametric", which uses non-spatial text prompts and spatial parameters. Our evaluations demonstrate promising results that are consistent with the user conditions and reflect reliable spatial fidelity.
Forward citations
Cited by 2 Pith papers
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FoleySpace: Vision-Aligned Binaural Spatial Audio Generation
FoleySpace generates binaural audio from silent video by estimating a 3D sound-source trajectory from object detection and depth and conditioning a diffusion model on that trajectory plus monaural audio.
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OmniAudio: Generating Spatial Audio from 360-Degree Video
OmniAudio generates First-order Ambisonics audio directly from 360-degree video using dual-branch video encoding and flow-matching pre-training, and it introduces the Sphere360 dataset and benchmark.
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