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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshops, Los
Angeles, USA, March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Curating Generative Raw Audio Music with D.O.M.E.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>CJ Carr</string-name>
          <email>emperorcj@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zack Zukowski</string-name>
          <email>thedadabot@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dadabots</institution>
          ,
          <addr-line>Boston</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dadabots</institution>
          ,
          <addr-line>Los Angeles</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>20</volume>
      <issue>2019</issue>
      <abstract>
        <p>With the creation of neural synthesis systems which output raw audio, it has become possible to generate dozens of hours of music. While not a perfect imitation of the original training data, the quality of neural synthesis can provide an artist with many variations of musical ideas. However, it is tedious for an artist to explore the full musical range and select interesting material when searching through the output. We needed a faster human curation tool, and we built it. DOME is the Disproportionately-Oversized Music Explorer. A PCA-component k-means-clustered rasterfairy-quantized t-SNE grid is used to navigate clusters of similar audio clips. The color mapping of spectral and chroma data assist the user by enriching the visual representation with meaningful features. Care is taken in the visualizations to aid the user in quickly developing an intuition for the similarity and range of sound in the rendered audio. This turns the time consuming task of previewing hours of audio into something which can be done at a glance.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Visualization systems and
tools; • Applied computing → Sound and music computing;
• Computing methodologies → Machine learning.
audio clustering, t-SNE, PCA, k-means, generative music,
visualization tool.</p>
    </sec>
    <sec id="sec-2">
      <title>MOTIVATION</title>
      <p>
        With the creation of neural synthesis systems which output raw
audio, it has been getting easier to generate dozens of hours of
music in a specific style. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] describe a music production process
where this generated audio is curated and arranged into albums.
However, much of what is generated from these networks tends to
fall into similar patterns. It can be tedious to discover sections of
musical interest when searching through the output. We have felt
a need for faster human curation tools.
      </p>
      <p>Digital audio workstations such as Ableton Live only supply
the user with an amplitude visualization, which makes searching
dificult. Other digital audio workstations such as Audacity have
IUI Workshops’19, March 20, 2019, Los Angeles, USA
© 2019 Copyright for the individual papers by the papers’ authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.
a spectrogram visualization, but no method of clustering similar
audio together.</p>
      <p>
        Neural synthesizers include architectures based on convolutional
neural networks (WaveNet [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]), recurrent neural networks
(SampleRNN [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], WaveRNN [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]), and flow-based networks (WaveGlow
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]). This family of tools is often utilized as a vocoder component
in end-to-end text-to-speech models [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and can be appropriated
for music synthesis [
        <xref ref-type="bibr" rid="ref2 ref25">2, 25</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Self-organizing maps (SOMs) have been created for the purpose of
organizing large libraries of audio using clustering techniques to
build grids of audio [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. These interfaces are useful for seeing the
similarity between artist or genre. Some systems have used
nontechnical-looking designs to encourage a feeling of exploration by
stylizing the clustered datapoints into island-like [
        <xref ref-type="bibr" rid="ref14 ref6">6, 14</xref>
        ] and
galaxylike [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] environments. Our prototype adds to this grid approach
by introducing visualizations of the audio which allow the user
to leverage visual cues resulting from spectral, chroma, and other
metadata features.
      </p>
      <p>
        Unlike [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] which uses text or thumbnails to represent audio, and
unlike [
        <xref ref-type="bibr" rid="ref14 ref6">6, 14</xref>
        ] which use a histogram of critical bands, we choose to
use mel-spectrograms to maintain local detail along the time axis.
3
3.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>METHOD</title>
    </sec>
    <sec id="sec-5">
      <title>Audio Preparation</title>
      <p>Our tool works well on audio datasets up to dozens of hours in total
length, where individual audio files are typically 1 minute to 20
minutes long. Larger datasets of 100+ hours have not been tested.</p>
      <p>
        In one example, we start with the entire wav output of a
SampleRNN experiment, as described in [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], where the training data is
the album ‘Time Death’ by earth metal band (((::ofthesun::))) and the
output is generated music in the style of the training data. At each
epoch during training, and after training, wav files are generated,
each 1 to 5 minutes long, for a total of 10 hours of audio.
      </p>
      <p>In another example, we worked with breakcore/electronic artist
Drumcorps, to train a separate net on each of the stems (guitar,
voice, drums, synth) on his newest unreleased album, as well as
the combined master recording. For each net, at each epoch, and
after training, wav files were generated, each 1 to 5 minutes long,
totaling 50 hours.
3.2</p>
    </sec>
    <sec id="sec-6">
      <title>Analysis</title>
      <p>
        Three types of analysis are performed: a mel-spectrogram rollof
visualization, a source-separation-pre-processed chromagram
visualization, and a PCA fingerprinting used for clustering and nearest
neighbor sorting. Each audio file is loaded into our analyzer, which
uses scikit-learn and the librosa library [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. STFT is done with 44.1k
sample rate, 1024 ft size, 1024 window size, and 256 hop size. The
power spectrogram is made by squaring the absolute value of the
STFT, discarding the phase. Frequencies are weighted according to
A-weighting, a perceptual weighting scheme. Power is converted
to dB.
3.3
      </p>
    </sec>
    <sec id="sec-7">
      <title>Color</title>
      <p>
        We follow the usability guidelines of memorability, informational
delivery, distinguishability [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] through our use of color choices
which make it easier to distinguish between diferent pieces of
audio.
      </p>
      <p>
        It is important to choose the color mappings with care. Rainbow
palettes are prone to illusions and misrepresenting variance.
However, in the case of chromagrams, because of the shared symmetry
between pitch and hue, a rainbow palette is useful. Another
consideration is the dificulty a color blind person might have with
some palettes. Since 1 in 12 men, and a little over 4% of the whole
population, are color blind [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], we have included a key command
to rotate hues to accommodate incomplete color blindness.
3.4
      </p>
    </sec>
    <sec id="sec-8">
      <title>Rollof Spectrogram</title>
      <p>
        For the rollof visualization (Figure 1) the spectrograms are scaled to
23 mel bins. Spectral rollof is calculated for each frame and colored
accordingly. We find rollof to be a useful measure of bassiness
to trebliness. When looking at a spectrogram colored this way,
at a distance, the eye clearly sees long-term structure and spots
similar-sounding sections in a collection. We also include the option
to vertically reflect the spectrogram along the time axis, which
seems to assist the eye in seeing structure, perhaps because of the
vertical symmetry, or perhaps because users are conditioned to see
waveforms this way.
For the chromagram visualization (Figure 2) the STFT is pre-processed
with harmonic-percussive source separation (HPSS) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. A large
margin of 10 is applied to single out the harmonic component, on
which the chroma values are calculated. The percussion and residual
components are discarded. The chromagram is colored according
to the rainbow, such that the same pitches have the same color. To
make true pitches to pop out, and to avoid the case where white
noise looks colorful, a norm of 1 is used, any chroma value under
0.5 is desaturated, and values between 0.5 and 1.0 are progressively
saturated.
3.6
      </p>
    </sec>
    <sec id="sec-9">
      <title>Metadata Visualization</title>
      <p>More advanced visualization is possible if the generative model
supplements the audio with metadata.</p>
      <p>
        In Figure 4 we display the current epoch and iteration of the
model which generated the audio, along with parameters such as
beam_width [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        In Figure 5 we display the change in temperature [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] over time.
Temperature is a parameter related to autoregressive sequence
generation which regulates stochasticity when sampling the
multinomial distribution during inference. A lower temperature often
causes the model to get stuck in repetitions.
      </p>
      <p>
        In Figure 6 we display local conditioning [
        <xref ref-type="bibr" rid="ref17 ref8">8, 17</xref>
        ] over time. If
we condition the model during training using a one-hot vector of
size n for each of the n songs in the training data, then during
generation we can change the value of this conditioning vector
over time, which influences the audio to sound more like those
particular songs.
For fingerprinting, the entire dataset is iteratively loaded,
segmented into ten-second chunks with five-second hops, and
converted to dB mel-spectrograms. Dimensionality reduction is
performed using Incremental PCA rendering 10 components per chunk.
The learned PCA basis functions are shown in Figure 7.
The grid interface is 10x10. To fit thousands of chunks to this grid,
k-means clustering is used on the PCA components with k=100. The
cluster centroids are then spaced using t-SNE [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] , and quantized
into the final 10x10 grid using Rasterfairy [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        This process is intended to allow for the inspection of single
audio chunks. With t-SNE visualizations there tends to be many
overlapping points in the space which reduces the ease at which
a single example can be previewed. t-SNE interfaces work well
with short audio samples like those found in the infinite drum
machine [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], but interface issues arise with larger sections of
music. Rasterfairy, on the other hand, stretches these points out to
cover an entire 2D grid.
3.9
      </p>
    </sec>
    <sec id="sec-10">
      <title>Exploratory Interface Design</title>
      <p>In grid view, each gridcell represents a cluster centroid and
randomly displays one of the top 6 nearest neighbor chunks to the
centroid. By clicking on a gridcell, the program sorts the chunks
by distance to the centroid of that original audio chunk. In the list
view, the full audio files which contain those chunks are listed. The
user scrolls down in list view. The user seeks to any position in
the audio by clicking. Highlighted sections can be exported as wav
ifles. At the end of every audio file it finds a new file to play. This
autoplay ability enables a continuous listening experience that we
ifnd useful while passively auditioning renderings.</p>
      <p>Figures 8 and 9 show what the app looks like with the rollof
and chroma visualizations. The left side of the app is grid view. The
right side of the app is list view.</p>
    </sec>
    <sec id="sec-11">
      <title>4 INFORMAL EVALUATION</title>
      <p>Informally, we gave three producers, experienced in sampling and
curating music, the task of curating "interesting" pieces of music
from 10 hours of SampleRNN generated audio. They first used their
preferred method of curation (which included "load all 10 hours
into Ableton Live and look at the raw waveform" and "hunt around
with the MacOS Finder and hope for the best"), then later used
DOME. They self-reported the curation process was between 5x
and 20x faster with DOME.</p>
      <p>Producer Drumcorps reported, "DOME was quite helpful in this
project. Being able to scan through the audio content visually made
it much easier to pick out useful and interesting sounds. After a
short time browsing, I can get a sense of what a specific type of
sound might look like, and I can start to find what I’m looking
for much faster. I found it good to build a little directory of my
favorite clips from DOME, and work from there, rather than the
usual ‘hunt around with the MacOS Finder and hope for the best’
method. The two methods are incomparable, the diferences are
night and day, and the results end up diferent as well. With the
Finder, I start out listening to files, but then often get frustrated
and just select a few files at random, then choose the best one from
those. With DOME I end up finding a wide variety quickly - and
then can choose further work from a more informed position - it
gives me a larger sample size. There’s only so much listening one
can do in a day, and if you need to listen to samples in real-time
to determine which you’re going to use, that’s less time available
for getting down to the actual composition work. Some samples
contain wild shifts and interesting artefacts within them - you’ll
see this in DOME right away and be able to listen to that piece
immediately. With the Finder, it’s listening and hoping. There’s
a place for randomness and hidden surprises too - but I find that
when I’m trying to get something done quickly, DOME is most
helpful."
5</p>
    </sec>
    <sec id="sec-12">
      <title>FUTURE WORK</title>
      <p>The use of PCA for fingerprinting is limiting. While it is helpful at
clustering similar audio textures together, it is not powerful and
precise enough to distinguish nuances in sound. In the future, for
ifngerprints, we could use embeddings from a trained deep net
audio classifier.</p>
      <p>The use of Librosa for analysis was slow. A 10-hour dataset takes
a few hours to analyze on a MacBookPro. A C-compiled analyzer,
or a distributed process (using cloud compute or AWS Lambda)
would be more eficient.</p>
      <p>Additional audio visualizations could include: the fingerprint
embeddings over time, and annotating audio used when priming
the sequence before generation.</p>
      <p>With the addition of a composing feature, the end user could
arrange music by sticking curated sections together. With the
addition of an upvoting feature, the crowd could further curate their
favorite sections and arrangements.
6</p>
    </sec>
    <sec id="sec-13">
      <title>CONCLUSION</title>
      <p>
        Steady progress has been made on fast generative raw audio with
neural synthesis. With the advent of audio style transfer [
        <xref ref-type="bibr" rid="ref12 ref13 ref21">12, 13, 21</xref>
        ],
one could render all possible permutations of style transfers, yet
would still need a good way to explore the output. Digital audio
workstations such as Ableton Live are not fit for this task. We
designed an interface to minimize the time and efort required by
listening to hours of similar audio clips. Care was taken in the
visualizations to aid the user. This turned the time-consuming task
of previewing hours of audio into something which can be done at a
glance. We believe self-organizing interfaces like ours will be more
important as large directories of generated audio can be rendered
with faster inference speeds and greater parallelization.
      </p>
      <p>A demo of this tool will be available online at dadabots.com/dome</p>
    </sec>
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