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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Tone Transfer: In-Browser Interactive Neural Audio Synthesis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michelle Carney</string-name>
          <email>michellecarney@google.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chong Li</string-name>
          <email>chongli@google.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Edwin Toh</string-name>
          <email>edwintoh@google.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nida Zada</string-name>
          <email>nzada@google.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ping Yu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jesse Engel</string-name>
          <email>jesseengel@google.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Google Inc.</institution>
          ,
          <addr-line>1600 Amphitheatre Pkwy, Mountain View, CA, 94043</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Here, we demonstrate Tone Transfer, an interactive web experience that enables users to use neural networks to transform any audio input into an array of several diferent musical instruments. By implementing fast and eficient neural synthesis models in TensorFlow.js (TF.js), including special kernels for numerical stability, we are able to overcome the size and latency of typical neural audio synthesis models to create a real-time and interactive web experience. Finally, Tone Transfer was designed from extensive usability studies with both musicians and novices, focusing on enhancing creativity of users across a variety of skill levels.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;interactive machine learning</kwd>
        <kwd>dsp</kwd>
        <kwd>audio</kwd>
        <kwd>music</kwd>
        <kwd>vocoder</kwd>
        <kwd>synthesizer</kwd>
        <kwd>signal processing</kwd>
        <kwd>tensorflow</kwd>
        <kwd>autoencoder</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>did this through an interactive, in-browser creative
experience.</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Neural audio synthesis, generating audio with
neural networks, can extend human creativity by
creating new synthesis tools that are expressive and intu- 2. User Interface Design
itive [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1, 2, 3, 4</xref>
        ]. However, most neural networks are
too computationally expensive for interactive audio gen- We created the Tone Transfer website (https://sites.
eration, especially on the web and mobile devices [5, research.google/tonetransfer) to allow anyone to
ex6, 7]. Diferentiable Digital Signal Processing (DDSP) periment with DDSP, regardless of their musical
expemodels are a new class of algorithms that overcome rience, on both desktop and mobile. Through multiple
these challenges by leveraging prior signal processing rounds of usability studies with musicians, we have
knowledge to make synthesis networks small, fast, and been able to distill the following three main features
eficient [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. in Tone Transfer:
      </p>
      <p>Tone Transfer is a musical experience powered by • Play with curated music samples. To understand
Magenta’s open source DDSP library1 to model and what DDSP can do, the user could click to
lismap between the characteristics of diferent musical ten to a wide range of pre-recorded samples and
instruments with machine learning. The process can their machine learning transformations in other
lead to creative, quirky results. For example replac- instruments.
ing a capella singing with a saxophone solo, or a dog
barking with a trumpet performance.</p>
      <p>Tone Transfer was created as an invitation to novices
and musicians to take part in the future of machine
learning and creativity. Our focus was on cultural
inclusion, increased awareness of machine learning for
artists and the general public, and inspiring excitement
of the future of creative work among musicians. We
• Record and transform new music. We also
provided options for users to record or upload new
sounds and transform them into four instruments
in browser.
• Adjust the music. We know that control is
important for the user so we allow the user to
adjust the octave, loudness, and mixing of the
machine learning transformations to get desired
music output.</p>
      <sec id="sec-2-1">
        <title>There is also the need to help the user understand</title>
        <p>how to use Tone Transfer as well as the machine
learning technology behind it. Therefore, we designed tips
that guide the user through the experience and
educate them on the best ways to interact with it. The user</p>
        <sec id="sec-2-1-1">
          <title>3.2. Decoder Network</title>
          <p>At a technical level, the goal of our system is to be
able to create a monophonic synthesizer that can take
coarse user inputs of Pitch and Loudness and convert
them into detailed synthesizer coeficients that
produce realistic sounding outputs.</p>
          <p>We find this is possible with a carefully designed
variant of the standard Autoencoder architecture, where
we train the model to:
can also learn the training process of machine learning ing inference we use the SPICE model, which is faster
models by clicking the "Discover more" button. and has an implementation available in TF.js (https:
//tfhub.dev/google/tfjs-model/spice/2/default/1).</p>
          <p>
            While the original DDSP paper used perceptually
3. Models weighted spectrograms for loudness, we find that the
root-mean-squared (RMS) power of the waveform works
well as a proxy and is less expensive to compute. We
train on 16kHz audio, with a hop size of 64 samples
(4ms) and a forward-facing (non-centered) frame size
of 1024 samples (64ms). We convert power to decibels,
and scale pitch and power to the range [
            <xref ref-type="bibr" rid="ref1">0, 1</xref>
            ] before
passing the features to the decoder.
• Encode: Extract pitch and loudness signals from
audio.
          </p>
          <p>The decoder converts the encoded features ( 0, power)
into synthesizer controls for each frame of audio (250Hz,
• Decode: Use a network to convert pitch and loun- 4ms). As we discuss in Section 3.3, for the DDSP
moddess into synthesizer controls. els in this work, the synthesizer controls are the
harmonic amplitude ( ), harmonic distribution (  ), and
• Synthesize: Use DDSP modules to convert syn- filtered noise magnitudes.</p>
          <p>thesizer controls to audio. The DDSP modules are agnostic to the model
architecture used and convert model outputs to desired
con</p>
          <p>
            We then compare the synthesized audio to the orig- trol ranges using custom nonlinearities as described
inal audio with a multi-scale spectrogram loss [10, 8, in [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ].
11] to train the parameters of the decoder network.
          </p>
        </sec>
        <sec id="sec-2-1-2">
          <title>3.1. Encoding Features</title>
          <p>
            To extract pitch during training (fundamental frequency,
 0), we use a pretrained CREPE network [
            <xref ref-type="bibr" rid="ref12">12</xref>
            ].
DurWe use two stacks of non-causal dilated convolution
layers as the decoder. Each stack begins with a
nondilated input convolution layer, followed by 8 layers,
with a dilation factor increasing in powers of 2 from 1
to 128. Each layer has 128 channels and a kernel size
trainable parameters.
of 3, and is followed by layer normalization [
            <xref ref-type="bibr" rid="ref13">13</xref>
            ], and a
ReLU nonlinearity [
            <xref ref-type="bibr" rid="ref14">14</xref>
            ]. The scale and shift of the layer
normalization are controlled by the pitch and power
conditioning after it is run through a 1x1 convolution
with 128 channels. The complete model has ∼ 830
          </p>
        </sec>
        <sec id="sec-2-1-3">
          <title>3.3. Diferentiable Synthesizers</title>
          <p>
            To generate audio, we use a combination of additive
(Harmonic) and subtractive (Filtered Noise) synthesis
techniques. Inspired by the work of [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ], we model
sound as a flexible combination of time-dependent
sinusoidal oscillators and filtered noise. DDSP makes
these operations diferentiable for end-to-end training
by implementing them in TensorFlow [
            <xref ref-type="bibr" rid="ref16">16</xref>
            ]. Full details
can be found in the original papers [
            <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
            ], but for
clarity, we review the main modules here.
3.3.1. Sinusoidal Oscillators
A sinusoidal oscillator bank is an additive synthesizer
that consists of 
crete time steps (250Hz, 4ms per frame):
amplitudes   and frequencies  . These are flexibly
          </p>
          <p>specified by the output of a neural network over 
dissinusoids with individually varying
  ( ):
cies 

together, and run through a trainable reverb module. The resulting audio is compared against the original audio with a
multi-scale spectrogram loss. Blue components represent the source audio and resynthesized audio. Yellow components
are fixed components (pitch tracking, DDSP synthesizers, and loss function), green components are intermediate features
(decoder inputs and synthesizer controls), and red components have trainable parameters (decoder layers and reverb
impulse response).
(1)
(2)
(3)
The network outputs amplitudes</p>
          <p>and
frequenevery 4ms, which are upsampled to audio rate
(16kHz) using overlapping Hann windows and linear
interpolation respectively.
3.3.2. Harmonic Synthesizer
Since we train on individual instruments with strong
harmonic relationships of their partials, we can
reparameterize the sinusoidal oscillator bank as a harmonic
oscillator, with a single fundamental frequency  0,
amplitude  , and harmonic distribution   . All the output
frequencies are constrained to be harmonic (integer)
multiples of a fundamental frequency (pitch),
 −1
 =0
 ( ) = ∑   ( ) sin(  ( )),
where   ( ) is its instantaneous phase obtained by
cumulative summation of the instantaneous frequency
  ( ) = 2

∑   ( ),
 =0
  ( ) =  0( )</p>
          <p>Individual amplitudes are deterministically retrieved 3.4.1. Data
by multiplying the total amplitude,  ( ), with the
normalized distribution over harmonic amplitudes,   ( ):
where ,</p>
          <p>( ) =  ( )  ( ).
 −1
∑   ( ) = 1,   ( ) ≥ 0
 =0
(4)
(5)</p>
          <p>
            We train models on four instruments: Violin, Flute,
Trumpet, and Saxophone. Following [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ] and [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ], we
use home recordings of Trumpet and Saxophone for
training, and collected performances of Flute and
Violin from the MusOpen royalty free music library 2.
          </p>
          <p>Since DDSP models are eficient to train, for each
instrument we only need to collect between 10 and
15 minutes of performance, and we ensure a that all
recordings are from the same room environment to
allow training a single reverb impulse response.
3.3.3. Filtered Noise Synthesizer
We can model the non-periodic audio components as 3.4.2. Optimization
a subtractive synthesizer, with a linear time-varying
ifltered noise source. White noise is generated from a
uniform distribution, which we then filter with an
Finite Impulse Response (FIR) filter. Since the network
outputs diferent coeficients of the frequency response
in each frame, it creates an expressive time-varying
filter.</p>
          <p>
            We train models with the Adam optimizer [
            <xref ref-type="bibr" rid="ref18">18</xref>
            ],
examples 4 seconds in length, batch size of 128, and learning
rate of 3e-4. As we would like to use models to
generalize to new types of pitch and loudness inputs, we
reduce overfitting through early stopping, typically
between 20k and 40k iterations.
3.3.4. Reverb
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Interactive Models</title>
      <p>To first approximation, room responses with fixed source
and listener locations can be approximated by a single 4.1. On-device Inference with
impulse response that can be applied as a FIR filter. In Magenta.js
terms of neural networks, this is equivalent to a 1-D Musical interaction has strong requirements for close
convolution with a very large receptive field ( ∼40k). to real-time feedback and low latency. However,
maWe treat the impulse response as a learned variable, chine learning models are typically slow and
compuand train a new response (jointly with the rest of the tationally expensive, requiring GPU or TPU servers
model) for each dataset with a unique recording envi- to run at all. Further, large model sizes lead to long
ronment. load times before execution can even begin. Running</p>
      <p>To better disentangle the signal from the room re- models on-device, if possible, eliminates serving costs,
sponse, we generate the impulse response with a fil- decreases interactive latency, and increases
accessibiltered noise synthesizer as described in Section 3.3.3, ity. To create an interactive and scalable musical
exand learn the transfer function coeficients to gener- perience, we optimized and converted models to be
ate a desired impulse response. This prevents coherent compatible with Tensorflow.js so that they can run
onimpulse responses at short time scales that can entan- device in the browser on both desktop and mobile
degle the frequency response of the synthesizer with the vices.
room response. At inference, we discard the expen- Even after optimization, the models are still
relasive convolutional reverb component to synthesize the tively large (4mb each), so each model is only loaded
"dry" signal, and apply a more eficient stock reverb ef- on demand. This ensured the user downloads only the
fect. things they need, and nothing more, which resulted in
a fast and responsive website.
3.4. Training The methods to extract pitches, and the four
modGiven that the DDSP model described above is for mono- els that are on the website are then open sourced and
phonic instruments, we collect data of individual in- 2Violin: Five pieces by John Garner (II. Double, III. Corrente,
struments, and train a separate model for each dataset. IV. Double Presto, VI. Double, VIII. Double, Flute: Four pieces
by Paolo Damoro (24 Etudes for Flute, Op. 15 - III. Allegro con
brio in G major, 24 Etudes for Flute, Op. 15 - VI. Moderato in
B minor, 3 Fantaisies for Solo Flute, Op. 38 - Fantaisie no. 1,
Sonata Appassionata, Op. 140)) from https://musopen.org/music/
13574-violin-partita-no-1-bwv-1002/
made easier for anyone to download and run their own
experiences. Each model comes with a set of custom
values that are manually tweaked to create a more
accurate output.</p>
      <p>These methods are added to the Magenta.js library.3</p>
      <sec id="sec-3-1">
        <title>4.2. Custom TF.JS Kernels to Preserve</title>
      </sec>
      <sec id="sec-3-2">
        <title>Precision</title>
        <p>TensorFlow.js is a web ML platform that provides
hardware acceleration through web APIs like WebGL and
WebAssembly. DDSP relies on TensorFlow.js to speed
up the model execution. To maintain accuracy of DDSP
model on a variety of devices, we implemented a
couple of special kernels that eliminated overflow (  ( ) &gt;
65504) and underflow (  ( ) &lt; 2−10) of float16 texture
when running on the TensorFlow.js WebGL backend.</p>
        <p>For example, the DDSP model uses TensorFlow
Cumsum op to calculate the cumulative summation of the
instantaneous frequency, then obtain the phase from
those values. TensorFlow.js implements a parallel
algorithm4 for cumulative sum, which requires log(n)
writes of intermediate tensors to the GPU textures.
The cumulative precision loss would cause a large shift
on the final phase values. The solution is to register a
custom Cumsum op that uses a serialized algorithm
that avoids all intermediate texture writes and is
incorporated with the phase computation.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. Conclusion and Future Work</title>
      <p>Tone Transfer is an example of an interdisciplinary
design, engineering, and AI research teams working
together to create a User Interface Design for the next
wave of AI. We leverage state-of-the-art machine
learning models that are both expressive and eficient, and
optimize them for client-side use to enable interactive
neural audio synthesis on the web. This work
demonstrates that on-device machine learning can enable
interactive and creative music making experiences for
novices and musicians alike. The technologies that
power Tone Transfer have also been open sourced as
a part of Magenta.js and provide a solid foundation for
further interactive studies. Future work will hopefully
allow users to train their own models based on their
own instruments, and explore using new types of
inputs to create multi-sensory experiences.</p>
      <sec id="sec-4-1">
        <title>3https://github.com/magenta/magenta-js/tree/master/music#</title>
        <p>ddsp</p>
      </sec>
      <sec id="sec-4-2">
        <title>4https://en.wikipedia.org/wiki/Prefix_sum#Parallel_</title>
        <p>algorithms</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>We would like to acknowledge the contributions of
everyone who made Tone Transfer possible, including
Lamtharn (Hanoi) Hantrakul, Doug Eck, Nida Zada,
Mark Bowers, Katie Toothman, Edwin Toh, Justin Secor,
Michelle Carney, and Chong Li, and many others at
Google. Thank you.</p>
    </sec>
  </body>
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