103 research outputs found

    DrumGAN: Synthesis of Drum Sounds With Timbral Feature Conditioning Using Generative Adversarial Networks

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    Synthetic creation of drum sounds (e.g., in drum machines) is commonly performed using analog or digital synthesis, allowing a musician to sculpt the desired timbre modifying various parameters. Typically, such parameters control low-level features of the sound and often have no musical meaning or perceptual correspondence. With the rise of Deep Learning, data-driven processing of audio emerges as an alternative to traditional signal processing. This new paradigm allows controlling the synthesis process through learned high-level features or by conditioning a model on musically relevant information. In this paper, we apply a Generative Adversarial Network to the task of audio synthesis of drum sounds. By conditioning the model on perceptual features computed with a publicly available feature-extractor, intuitive control is gained over the generation process. The experiments are carried out on a large collection of kick, snare, and cymbal sounds. We show that, compared to a specific prior work based on a U-Net architecture, our approach considerably improves the quality of the generated drum samples, and that the conditional input indeed shapes the perceptual characteristics of the sounds. Also, we provide audio examples and release the code used in our experiments.Comment: 8 pages, 1 figure, 3 tables, accepted in Proc. of the 21st International Society for Music Information Retrieval (ISMIR2020

    Analysing the behaviour of robot teams through relational sequential pattern mining

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    This report outlines the use of a relational representation in a Multi-Agent domain to model the behaviour of the whole system. A desired property in this systems is the ability of the team members to work together to achieve a common goal in a cooperative manner. The aim is to define a systematic method to verify the effective collaboration among the members of a team and comparing the different multi-agent behaviours. Using external observations of a Multi-Agent System to analyse, model, recognize agent behaviour could be very useful to direct team actions. In particular, this report focuses on the challenge of autonomous unsupervised sequential learning of the team's behaviour from observations. Our approach allows to learn a symbolic sequence (a relational representation) to translate raw multi-agent, multi-variate observations of a dynamic, complex environment, into a set of sequential behaviours that are characteristic of the team in question, represented by a set of sequences expressed in first-order logic atoms. We propose to use a relational learning algorithm to mine meaningful frequent patterns among the relational sequences to characterise team behaviours. We compared the performance of two teams in the RoboCup four-legged league environment, that have a very different approach to the game. One uses a Case Based Reasoning approach, the other uses a pure reactive behaviour.Comment: 25 page

    Bass Accompaniment Generation via Latent Diffusion

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    The ability to automatically generate music that appropriately matches an arbitrary input track is a challenging task. We present a novel controllable system for generating single stems to accompany musical mixes of arbitrary length. At the core of our method are audio autoencoders that efficiently compress audio waveform samples into invertible latent representations, and a conditional latent diffusion model that takes as input the latent encoding of a mix and generates the latent encoding of a corresponding stem. To provide control over the timbre of generated samples, we introduce a technique to ground the latent space to a user-provided reference style during diffusion sampling. For further improving audio quality, we adapt classifier-free guidance to avoid distortions at high guidance strengths when generating an unbounded latent space. We train our model on a dataset of pairs of mixes and matching bass stems. Quantitative experiments demonstrate that, given an input mix, the proposed system can generate basslines with user-specified timbres. Our controllable conditional audio generation framework represents a significant step forward in creating generative AI tools to assist musicians in music production

    Transparent pointer compression for linked data structures

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    64-bit address spaces are increasingly important for modern applications, but they come at a price: pointers use twice as much memory, reducing the effective cache capacity and memory bandwidth of the system (compared to 32-bit ad-dress spaces). This paper presents a sophisticated, auto-matic transformation that shrinks pointers from 64-bits to 32-bits. The approach is “macroscopic, ” i.e., it operates on an entire logical data structure in the program at a time. It allows an individual data structure instance or even a subset thereof to grow up to 232 bytes in size, and can compress pointers to some data structures but not others. Together, these properties allow efficient usage of a large (64-bit) ad-dress space. We also describe (but have not implemented) a dynamic version of the technique that can transparently expand the pointers in an individual data structure if it ex-ceeds the 4GB limit. For a collection of pointer-intensive benchmarks, we show that the transformation reduces peak heap sizes substantially by (20 % to 2x) for several of these benchmarks, and improves overall performance significantly in some cases

    Enhanced Formation of Nanometric Titanium Cones by Incorporation of Titanium, Tungsten and/or Iron in a Helium Ion Beam

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    Surface patterning of bio-compatible titanium (Ti) shows a growing interest in the medical field. The engineering of material surfaces can achieve bactericidal properties and osteointegration improvements in order to develop medical implants. Spikes-like surface morphologies have already demonstrated the development of promising bactericidal properties. A barely new method to produce nanometric-sized cones on titanium consists of helium (He) ion irradiation using low energies ( 100 eV) and temperatures comprised between 0.25 T/T 0.5 (with T being the melting temperature of the material). Ti, iron (Fe) and/or tungsten (W) were incorporated in a He beam, and their amounts were quantified using X-ray Photoelectron Spectroscopy (XPS). The He ion energy was varied from 70 and 120 eV, the surface temperatures from 571 to 651 K for fluences approximately equal to 1024 m−2. After irradiation, the surface morphology was characterized using Scanning Electron Microscopy (SEM) and Focused Ion Beam (FIB). This study demonstrated the capability for irradiated Ti surfaces to form cones with tunable density, aspect ratio, and heights with the incorporation of Ti, Fe and/or W in a He ion. Additionally, the growth rate of the cones was enhanced by about 30 times in comparison to pure He irradiation as a function of the chosen materials introduced in the He beam
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