Prem Seetharaman

dblp:153/2287 · DBLP profile ↗
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22ranked-venue papers
7as first author
13since 2021 · last 2026
0009-0008-9813-0992ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 16 · 6 first-author · 8 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 MoSound: An Interactive Tool for Generative Sound Design in Motion Graphics
abstract
Motion graphics, which bring logos, text, and other illustrations to life, are greatly enhanced with sound effects. Sound design for motion graphics presents unique challenges due to their short, abstract nature. Sound designers must identify opportunities for adding sound, decide on the sound’s character to match the visual graphics, synchronize sounds with events, and align sonic properties with motions. We introduce MoSound, an interactive system that helps with all steps of this creation process. We designed the interface of MoSound based on formative studies with practitioners and implemented the system as a combination of visual event detection, spatial attribute mapping, and generative sound stylization. We demonstrate MoSound on a variety of examples, showing that it is capable of creating high quality soundtracks while being accessible to novices.
Jialin Huang, Prem Seetharaman, Timothy R. Langlois, Li-Yi Wei, Rubaiat Habib Kazi, Yotam I. Gingold
CHI2
2026 SoundStager: Interactive Design of Story-Driven GenAI Soundscapes for Video
abstract
Sound effects (SFX) are critical to video storytelling by immersing viewers, directing attention, and shaping emotion. However, crafting an effective soundscape is difficult: creators must decide how to source, place, layer, and mix sounds to support the narrative. Generative text-to-SFX tools enable users to create custom sounds, but creators often struggle to describe sounds with words and lack control over individual stems in premixed outputs. We propose SoundStager, an AI-assisted tool for designing generative soundscapes for video. SoundStager analyzes the video narrative to create layered audio scenes (of keynote, signal, soundmark, and archetypal sounds) and supports iterative refinement through a combination of conversational and analog controls. SoundStager’s design was informed by formative studies with six professional sound designers, six video creators, and insights from sound design literature. Our user evaluation with twelve video creators shows that SoundStager enables users to quickly create satisfactory soundscapes while retaining creative control.
Suhyeon Yoo, Adolfo Hernandez Santisteban, Prem Seetharaman, Justin Salamon, Oriol Nieto, Anh Truong
CHI3
2025 Video-Guided Foley Sound Generation with Multimodal Controls
abstract
Generating sound effects for videos often requires creating artistic sound effects that diverge significantly from real-life sources and flexible control in the sound design. To address this problem, we introduce MultiFoley, a model designed for video-guided sound generation that supports multimodal conditioning through text, audio, and video. Given a silent video and a text prompt, MultiFoley allows users to create clean sounds (e.g., skateboard wheels spinning without wind noise) or more whimsical sounds (e.g., making a lion’s roar sound like a cat’s meow). MultiFoley also allows users to choose reference audio from sound effects (SFX) libraries or partial videos for conditioning. A key novelty of our model lies in its joint training on both internet video datasets with low-quality audio and professional SFX recordings, enabling high-quality, full-bandwidth (48kHz) audio generation. Through automated evaluations and human studies, we demonstrate that MultiFoley successfully generates synchronized high-quality sounds across varied conditional inputs and outperforms existing methods. Please see our project page for video results: https://ificl.github.io/MultiFoley/
Prem Seetharaman, Bryan C. Russell, Oriol Nieto, David Bourgin, Andrew Owens, Justin Salamon
CVPR2
2025 Sketch2Sound: Controllable Audio Generation via Time-Varying Signals and Sonic Imitations
abstract
We present Sketch2Sound, a generative audio model capable of creating high-quality sounds from a set of interpretable time-varying control signals: loudness, brightness, and pitch, as well as text prompts. Sketch2Sound can synthesize arbitrary sounds from sonic imitations (i.e., a vocal imitation or a reference sound-shape). Sketch2Sound can be implemented on top of any text-to-audio latent diffusion transformer (DiT), and requires only 40k steps of fine-tuning and a single linear layer per control, making it more lightweight than existing methods like ControlNet. To synthesize from sketchlike sonic imitations, we propose applying random median filters to the control signals during training, allowing Sketch2Sound to be prompted using controls with flexible levels of temporal specificity. We show that Sketch2Sound can synthesize sounds that follow the gist of input controls from a vocal imitation while retaining the adherence to an input text prompt and audio quality compared to a text-only baseline. Sketch2Sound allows sound artists to create sounds with the semantic flexibility of text prompts and the expressivity and precision of a sonic gesture or vocal imitation. Sound examples are available at https://hugofloresgarcia.art/sketch2sound/.
Hugo Flores García, Oriol Nieto, Justin Salamon, Bryan Pardo, Prem Seetharaman
ICASSP5
2025 Code Drift: Towards Idempotent Neural Audio Codecs
abstract
Neural codecs have demonstrated strong performance in high-fidelity compression of audio signals at low bitrates. The token-based representations produced by these codecs have proven particularly useful for generative modeling. While much research has focused on improvements in compression ratio and perceptual transparency, recent works have largely overlooked another desirable codec property – idempotence, the stability of compressed outputs under multiple rounds of encoding. We find that state-of-the-art neural codecs exhibit varied degrees of idempotence, with some degrading audio outputs significantly after as few as three encodings. We investigate possible causes of low idempotence and devise a method for improving idempotence through fine-tuning a codec model. We then examine the effect of idempotence on a simple conditional generative modeling task, and find that increased idempotence can be achieved without negatively impacting downstream modeling performance – potentially extending the usefulness of neural codecs for practical file compression and iterative generative modeling workflows.
Patrick O'Reilly, Prem Seetharaman, Jiaqu Su, Zeyu Jin, Bryan Pardo
ICASSP2
2025 FLAM: Frame-Wise Language-Audio Modeling
abstract
Recent multi-modal audio-language models (ALMs) excel at text-audio retrieval but struggle with frame-wise audio understanding. Prior works use temporal-aware labels or unsupervised training to improve frame-wise capabilities, but they still lack fine-grained labeling capability to pinpoint when an event occurs. While traditional sound event detection models can precisely localize events, they are limited to pre-defined categories, making them ineffective for real-world scenarios with out-of-distribution events. In this work, we introduce FLAM, an open-vocabulary contrastive audio-language model capable of localizing specific sound events. FLAM employs a memory-efficient and calibrated frame-wise objective with logit adjustment to address spurious correlations, such as event dependencies and label imbalances during training. To enable frame-wise supervision, we leverage a large-scale dataset with diverse audio events, LLM-generated captions and simulation. Experimental results and case studies demonstrate that FLAM significantly improves the open-vocabulary localization capability while maintaining strong performance in global retrieval and downstream tasks.
Yusong Wu, Christos Tsirigotis, Ke Chen 0021, Cheng-Zhi Anna Huang, Aaron C. Courville, Oriol Nieto, Prem Seetharaman, Justin Salamon
ICML7
2023 High-Fidelity Audio Compression with Improved RVQGAN
abstract
Language models have been successfully used to model natural signals, such as images, speech, and music. A key component of these models is a high quality neural compression model that can compress high-dimensional natural signals into lower dimensional discrete tokens. To that end, we introduce a high-fidelity universal neural audio compression algorithm that achieves ~90x compression of 44.1 KHz audio into tokens at just 8kbps bandwidth. We achieve this by combining advances in high-fidelity audio generation with better vector quantization techniques from the image domain, along with improved adversarial and reconstruction losses. We compress all domains (speech, environment, music, etc.) with a single universal model, making it widely applicable to generative modeling of all audio. We compare with competing audio compression algorithms, and find our method outperforms them significantly. We provide thorough ablations for every design choice, as well as open-source code and trained model weights. We hope our work can lay the foundation for the next generation of high-fidelity audio modeling.
Rithesh Kumar, Prem Seetharaman, Alejandro Luebs, Ishaan Kumar
NeurIPS2
2022 Source Separation By Steering Pretrained Music Models
abstract
We showcase a method that repurposes deep models trained for music generation and music tagging for audio source separation, without any retraining. An audio generation model is conditioned on an input mixture, producing a latent encoding of the audio used to generate audio. This generated audio is fed to a pretrained music tagger that creates source labels. The cross-entropy loss between the tag distribution for the generated audio and a predefined distribution for an isolated source is used to guide gradient ascent in the (unchanging) latent space of the generative model. This system does not update the weights of the generative model or the tagger, and only relies on moving through the generative model’s latent space to produce separated sources. We use OpenAI’s Jukebox as the pretrained generative model, and we couple it with four kinds of pretrained music taggers (two architectures and two tagging datasets). Experimental results on two source separation datasets, show this approach can produce separation estimates for a wider variety of sources than any tested system. This work points to the vast and heretofore untapped potential of large pretrained music models for audio-to-audio tasks like source separation.
Ethan Manilow, Patrick O'Reilly, Prem Seetharaman, Bryan Pardo
ICASSP3
2022 Wav2CLIP: Learning Robust Audio Representations from Clip
abstract
We propose Wav2CLIP, a robust audio representation learning method by distilling from Contrastive Language-Image Pre-training (CLIP). We systematically evaluate Wav2CLIP on a variety of audio tasks including classification, retrieval, and generation, and show that Wav2CLIP can outperform several publicly available pre-trained audio representation algorithms. Wav2CLIP projects audio into a shared embedding space with images and text, which enables multimodal applications such as zero-shot classification, and cross-modal retrieval. Furthermore, Wav2CLIP needs just ∼10% of the data to achieve competitive performance on downstream tasks compared with fully supervised models, and is more efficient to pre-train than competing methods as it does not require learning a visual model in concert with an auditory model. Finally, we demonstrate image generation from Wav2CLIP as qualitative assessment of the shared embedding space. Our code and model weights are open sourced and made available for further applications.
Ho-Hsiang Wu, Prem Seetharaman, Juan Pablo Bello
ICASSP2
2022 Chunked Autoregressive GAN for Conditional Waveform Synthesis
Max Morrison, Rithesh Kumar, Prem Seetharaman, Aaron C. Courville, Yoshua Bengio
ICLR4
2022 How to Listen? Rethinking Visual Sound Localization
abstract
Localizing visual sounds consists on locating the position of objects that emit sound within an image.It is a growing research area with potential applications in monitoring natural and urban environments, such as wildlife migration and urban traffic.Previous works are usually evaluated with datasets having mostly a single dominant visible object, and proposed models usually require the introduction of localization modules during training or dedicated sampling strategies, but it remains unclear how these design choices play a role in the adaptability of these methods in more challenging scenarios.In this work, we analyze various model choices for visual sound localization and discuss how their different components affect the model's performance, namely the encoders' architecture, the loss function and the localization strategy.Furthermore, we study the interaction between these decisions, the model performance, and the data, by digging into different evaluation datasets spanning different difficulties and characteristics, and discuss the implications of such decisions in the context of real-world applications.Our code and model weights are open-sourced and made available for further applications.
Ho-Hsiang Wu, Magdalena Fuentes, Prem Seetharaman, Juan Pablo Bello
INTERSPEECH3
2021 Sound Event Detection and Separation: A Benchmark on Desed Synthetic Soundscapes
abstract
We propose a benchmark of state-of-the-art sound event detection systems (SED). We design synthetic evaluation sets to focus on specific sound event detection challenges. We analyze the performance of the submissions to DCASE 2020 Task 4 as a function of time-related modifications (time position of an event and length of clips) and study the impact of non-target sound events and reverberation. We show that temporal localization of sound events remains a challenge for SED systems. We also show that reverberation and non-target sound events severely degrade system performance. In the latter case, sound separation seems like a promising solution.
Nicolas Turpault, Romain Serizel, Scott Wisdom, Hakan Erdogan, John R. Hershey, Eduardo Fonseca, Prem Seetharaman, Justin Salamon
ICASSP7
2021 What's all the Fuss about Free Universal Sound Separation Data?
abstract
We introduce the Free Universal Sound Separation (FUSS) dataset, a new corpus for experiments in separating mixtures of an unknown number of sounds from an open domain of sound types. The dataset consists of 23 hours of single-source audio data drawn from 357 classes, which are used to create mixtures of one to four sources. To simulate reverberation, an acoustic room simulator is used to generate impulse responses of box-shaped rooms with frequency-dependent reflective walls. Additional open-source data augmentation tools are also provided to produce new mixtures with different combinations of sources and room simulations. Finally, we introduce an open-source baseline separation model, based on an improved time-domain convolutional network (TDCN++), that can separate a variable number of sources in a mixture. This model achieves 9.8 dB of scale-invariant signal-to-noise ratio improvement (SI-SNRi) on mixtures with two to four sources, while reconstructing single-source inputs with 35.8 dB absolute SI-SNR. We hope this dataset will lower the barrier to new research and allow for fast iteration and application of novel techniques from other machine learning domains to the sound separation challenge.
Scott Wisdom, Hakan Erdogan, Daniel P. W. Ellis, Romain Serizel, Nicolas Turpault, Eduardo Fonseca, Justin Salamon, Prem Seetharaman, John R. Hershey
ICASSP8
2020 Simultaneous Separation and Transcription of Mixtures with Multiple Polyphonic and Percussive Instruments
abstract
We present a single deep learning architecture that can both separate an audio recording of a musical mixture into constituent single-instrument recordings and transcribe these instruments into a human-readable format at the same time, learning a shared musical representation for both tasks. This novel architecture, which we call Cerberus, builds on the Chimera network for source separation by adding a third "head" for transcription. By training each head with different losses, we are able to jointly learn how to separate and transcribe up to five instruments with a single network. We show that separation and transcription are highly complementary with one another and when learned jointly, lead to Cerberus networks that are better at both separation and transcription and generalize better to unseen mixtures.
Ethan Manilow, Prem Seetharaman, Bryan Pardo
ICASSP2
2019 VoiceAssist: Guiding Users to High-Quality Voice Recordings
abstract
Voice recording is a challenging task with many pitfalls due to sub-par recording environments, mistakes in recording setup, microphone quality, etc. Newcomers to voice recording often have difficulty recording their voice, leading to recordings with low sound quality. Many amateur recordings of poor quality have two key problems: too much reverberation (echo), and too much background noise (e.g. fans, electronics, street noise). We present VoiceAssist, a system that helps inexperienced users produce high quality recordings by providing real-time visual feedback on audio quality. We integrate modern audio quality measures into an interactive human-machine feedback loop, so that the audio quality can be maximized at capture-time. We demonstrate the utility of this feedback for improving the recording quality with a user study. When presented with visual feedback about recording quality, users produced recordings that were strongly preferred by third-party listeners, when compared to recordings made without this feedback.
Prem Seetharaman, Gautham J. Mysore, Bryan Pardo, Paris Smaragdis, Celso Gomes
CHI1
2019 Bootstrapping Single-channel Source Separation via Unsupervised Spatial Clustering on Stereo Mixtures
abstract
Separating an audio scene into isolated sources is a fundamental problem in computer audition, analogous to image segmentation in visual scene analysis. Source separation systems based on deep learning are currently the most successful approaches for solving the underdetermined separation problem, where there are more sources than channels. Such systems are normally trained on sound mixtures where the ground truth decomposition is already known. In this work, we use an unsupervised spatial source separation on stereo mixtures which generates initial decompositions of mixtures to train a deep learning source separation model. These estimated decompositions vary greatly in quality across the training mixtures. To overcome this, we weight the data during training using a confidence measure that assesses which mixtures or parts of mixtures are well-separated by the unsupervised algorithm. Once trained, the model can be applied to separate single-channel mixtures, where no source direction information is available. The idea is to use simple, low-level processing to separate sources in an unsupervised fashion, identify easy conditions, and then use that knowledge to bootstrap a (self-)supervised source separation model for difficult conditions. We also explore using the two approaches in an ensemble.
Prem Seetharaman, Gordon Wichern, Jonathan Le Roux, Bryan Pardo
ICASSP1
2019 Class-conditional Embeddings for Music Source Separation
abstract
Isolating individual instruments in a musical mixture has a myriad of potential applications, and seems imminently achievable given the levels of performance reached by recent deep learning methods. While most musical source separation techniques learn an independent model for each instrument, we propose using a common embedding space for the time-frequency bins of all instruments in a mixture inspired by deep clustering and deep attractor networks. Additionally, an auxiliary network is used to generate parameters of a Gaussian mixture model (GMM) where the posterior distribution over GMM components in the embedding space can be used to create a mask that separates individual sources from a mixture. In addition to outperforming a mask-inference baseline on the MUSDB-18 dataset, our embedding space is easily interpretable and can be used for query-based separation.
Prem Seetharaman, Gordon Wichern, Shrikant Venkataramani, Jonathan Le Roux
ICASSP1
2018 Blind Estimation of the Speech Transmission Index for Speech Quality Prediction
abstract
The speech transmission index (STI) of a listening position within a given room indicates the quality and intelligibility of speech uttered in that room. The measure is very reliable for predicting speech intelligibility in many room conditions but requires an STI measurement of the impulse response for the room. We present a method for blindly estimating the STI without measuring or modeling the impulse response of the room using deep convolutional neural networks. Our model is trained entirely using simulated room impulse responses combined with clean speech examples from the DAPS dataset [1] and works directly on PCM audio. Our experiments show that our method predicts true STI with a high degree of accuracy - an average error of under 4%. It can also distinguish between different STI conditions to a level of granularity that is comparable to humans.
Prem Seetharaman, Gautham J. Mysore, Paris Smaragdis, Bryan Pardo
ICASSP1
2017 Cover song identification with 2D Fourier Transform sequences
abstract
We approach cover song identification using a novel time-series representation of audio based on the 2DFT. The audio is represented as a sequence of magnitude 2D Fourier Transforms (2DFT). This representation is robust to key changes, timbral changes, and small local tempo deviations. We look at cross-similarity between these time-series, and extract a distance measure that is invariant to music structure changes. Our approach is state-of-the-art on a recent cover song dataset, and expands on previous work using the 2DFT for music representation and work on live song recognition.
Prem Seetharaman, Zafar Rafii
ICASSP1
2016 SocialFX: Studying a Crowdsourced Folksonomy of Audio Effects Terms
abstract
We present the analysis of crowdsourced studies into how a population of Amazon Mechanical Turk Workers describe three commonly used audio effects: equalization, reverberation, and dynamic range compression. We find three categories of words used to describe audio: ones that are generally used across effects, ones that tend towards a single effect, and ones that are exclusive to a single effect. We present select examples from these categories. We visualize and present an analysis of the shared descriptor space between audio effects. Data on the strength of association between words and effects is made available online for a set of 4297 words drawn from 1233 unique users for three effects (equalization, reverberation, compression). This dataset is an important step towards implementing of an end-to-end language-based audio production system, in which a user describes a creative goal, as they would to a professional audio engineer, and the system picks which audio effect to apply, as well as the setting of the audio effect.
Taylor Zheng, Prem Seetharaman, Bryan Pardo
ACM Multimedia2
2014 Crowdsourcing a Reverberation Descriptor Map
abstract
Audio production is central to every kind of media that involves sound, such as film, television, and music and involves transforming audio into a state ready for consumption by the public. One of the most commonly-used audio production tools is the reverberator. Current interfaces are often complex and hard-to-understand. We seek to simplify these interfaces by letting users communicate their audio production objective with descriptive language (e.g. "Make the drums sound bigger."). To achieve this goal, a system must be able to tell whether the stated goal is appropriate for the selected tool (e.g. making the violin warmer using a panning tool does not make sense). If the goal is appropriate for the tool, it must know what actions lead to the goal. Further, the tool should not impose a vocabulary on users, but rather understand the vocabulary users prefer. In this work, we describe SocialReverb, a project to crowdsource a vocabulary of audio descriptors that can be mapped onto concrete actions using a parametric reverberator. We deployed SocialReverb, on Mechanical Turk, where 513 unique users described 256 instances of reverberation using 2861 unique words. We used this data to build a concept map showing which words are popular descriptors, which ones map consistently to specific reverberation types, and which ones are synonyms. This promises to enable future interfaces that let the user communicate their production needs using natural language.
Prem Seetharaman, Bryan Pardo
ACM Multimedia1
2014 Reverbalize: A Crowdsourced Reverberation Controller
abstract
One of the most commonly-used audio production tools is the reverberator. Reverberators apply subtle or large echo effects to sound and are typically used in commercial audio recordings. Current reverberator interfaces are often complex and hard-to-understand. In this work, we describe Reverbalize, a novel and easy-to-use interface for a reverberator. Reverbalize uses crowdsourced data to create a 2-dimensional map of adjectives used to describe reverberation (e.g. "underwater'). Adjacent words describe similar reverberation effects. Word size correlates with agreement for the definition of a word. To use Reverbalize, the user simply clicks on the descriptive adjective that best describes the desired effect. The tool modifies the sound accordingly. A text search box also lets the user type in the desired word.
Prem Seetharaman, Bryan Pardo
ACM Multimedia1