基于流的深度生成模型的声音效果神经合成

S. Andreu, Monica Villanueva Aylagas
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引用次数: 2

摘要

为电子游戏创造不同的声音效果是一项耗时的任务,并且随着游戏本身的规模和复杂性而增长。这个过程通常包括录制原始材料和混合不同层次的声音,以创造在游戏过程中被认为是多样化的声音效果。在这项工作中,我们提出了一种可以在声音设计师的创作过程中使用的声音效果可控变化的方法。我们采用了WaveFlow,这是一种直接用于原始音频的生成流模型,并已被证明在语音合成方面表现良好。使用低维mel谱图作为调节器允许用户可控制性和网络产生更多多样性的方法。此外,它还提供了模型风格转换功能。我们使用定量和主观评估来评估几个模型所产生声音的质量和可变性。结果表明,在质量和多样性之间存在权衡。然而,我们的方法达到了与训练集相似的质量水平,同时根据包括游戏音频专家在内的感知研究产生了可感知的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models
Creating variations of sound effects for video games is a time-consuming task that grows with the size and complexity of the games themselves. The process usually comprises recording source material and mixing different layers of sound to create sound effects that are perceived as diverse during gameplay. In this work, we present a method to generate controllable variations of sound effects that can be used in the creative process of sound designers. We adopt WaveFlow, a generative flow model that works directly on raw audio and has proven to perform well for speech synthesis. Using a lower-dimensional mel spectrogram as the conditioner allows both user controllability and a way for the network to generate more diversity. Additionally, it gives the model style transfer capabilities. We evaluate several models in terms of the quality and variability of the generated sounds using both quantitative and subjective evaluations. The results suggest that there is a trade-off between quality and diversity. Nevertheless, our method achieves a quality level similar to that of the training set while generating perceivable variations according to a perceptual study that includes game audio experts.
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