Tag: neural audio synthesis

  • UnRAVEl: speculative composition in latent space

    RAVE models encode data from the audio domain into highly compressed latent representations. Based on statistical information retrieved from these encodings, a speculative compositional practice can be established inside the latent space of the models. It is derived from the improvisation tactics empirically proven in Latent Jamming.

    For a proof of concept (POC), I have written UnRAVEl, a set of Python scripts, that cover a three step process:

    • audio data encoding: 1-n audio files are encoded into arrays in the shape of a model’s latent space.
    • generation of synthetic data: 1-n encodings are evaluated for their data distribution. Based on the results, arrays of synthetic data are generated which are used to populate preset patterns and apply alterations to these patterns.
    • decoding of synthetic data into audio data: 1-n generated/ synthetic data arrays are being decoded and up sampled back to the audio domain using the same model as in the encoding process.

    Considerations and hypotheses

    Prior distribution vs. encoding audio

    While models contain statistics learned during training, encoding real world audio data through a model for evaluation can be more robust when it comes to deviations from the original data set. However, domain data similar to what the model has seen during training should yield most truthful statistics for informing synthetic data generation.

    Distribution

    VAEs like RAVE assume a Gaussian latent prior. Generating synthetic data using mean and standard deviation retrieved from the encodings should create truthful results.

    Data distribution in a set of encodings.

    In UnRAVEl, this is covered by normal distribution; other distribution types, e.g. uniform or correlation-based, are experimental but, depending on the model, can create more interesting output since they sample from a different value range and logic.

    Normal data distribution in a generated array.
    Uniform data distribution in a generated array.

    Tempo quantizing

    Latent embeddings created with RAVE are highly compressed representations of audio domain data. A sample rate of 44.1KHz corresponds to 21 data points times the number of latent dimensions in the model’s configuration. The audio domain resolution is high enough to be more or less irrelevant for tempo considerations, however, with the low resolution in latent space, limitations to achievable tempi are expressed by:

    60 * (model sample rate / model compression) / latent data points

    For example:

    60 * (44100 / 2048) / 11 = 117.45 BPM

    This leads to the following quantized tempi (in 4ths, 8ths for double time) achievable by looping k amount of latent data points.

    kTempo BPMDouble timeAudio
    7184.57Example
    8161.49322.98Example
    9143.55Example
    10129.19258.38Example
    11117.45Example
    12107.66215.32Example

    Patterns

    The compositional approach in latent space exemplified in UnRAVEl is based on high level structural considerations, e.g. repeating (parts of) data arrays, replacing data points and/or slightly altering them while boundaries like value distribution or tempo quantizing need to be considered.

    Compositional ideas can be established defining patterns; in UnRAVEl four patterns have been implemented as a starting point.

    fibo

    A given array of shape (data points, latent dimensions) is repeated along the fibonacci series of integers. 1 corresponds to the first row in the array, 2 corresponds to the first two rows in the array, …, 8 corresponds to rows 0-7 and so on.


    orale

    An approximation to a standard sequence in electronic music building an array using a 3:1 scheme where the original array is repeated three times and a fourth time with subtle changes applied to its values. This sequence is then repeated and altered again in the same scheme of 3:1.


    blender

    Two arrays are blended into one another by replacing single data points sequentially after n repetitions, starting with the first value in the first dimension, followed by the first value in the second dimension and so on until the last value in the last dimension has been reached.


    swapper

    Values of randomly picked data points in two arrays of the same size are swapped. The altered array is repeated n times.


    Use in Pure Data

    UnRAVEl generates .npy arrays that can be decoded to the audio domain using the dedicated script. Alternatively, latent audio files are being written; these are basically multi channel (= latent dimensions), double precision (= for values outside -1/+1 boundary) .wav file at e.g. 21Hz resolution (if data source was 44.1KHz). This format works with an abstraction I’ve written in Pure Data: ch4ns0n/ch8ns0n (note that only models with 4 and 8 latent dimensions are supported, but the component is fairly easy to extent).

    Acknowledgements

  • Black Latents | Latent Diffusion

    Black Latents | Latent Diffusion is a gradio application that allows you to spawn audio items from Black Latents, a RAVE V2 VAE trained on the Black Plastics series using RAVE-Latent Diffusion models.

    A demo version is accessible on Huggingface. The full application can be retrieved from GitHub to use in local inference.


    Latent Diffusion with RAVE

    The RAVE architecture makes timbre transfer on audio input possible, but you can also generate audio by using its decoder layer as a neural audio synthesizer, e.g. in Latent Jamming.

    Another approach to use RAVE to spawn new audio information has been provided by Moisés Horta Valenzuela (aka 𝔥𝔢𝔵𝔬𝔯𝔠𝔦𝔰𝔪𝔬𝔰) with his RAVE-Latent Diffusion model.

    Latent diffusion models in general are quite efficient since they operate on the highly compressed representations of the original data. The key idea of RAVE-Latent Diffusion is to replicate structural coherency of audio information by encoding (longer) audio sequences into their latent representations using a RAVE encoder and then train a denoising diffusion model on these embeddings. The trained model is able to unconditionally generate new and similar sequences of the same length which can be decoded back into the audio domain using the RAVE model’s decoder.

    The original package by 𝔥𝔢𝔵𝔬𝔯𝔠𝔦𝔰𝔪𝔬𝔰 supports a latent embedding length down to a window size of 2048, which translates to about 95 seconds of audio at 44.1 KHz, suitable for compositional level information.

    In my fork RAVE-Latent Diffusion (Flex’ed), I extended the code to support a minimum of 256, which equals about 12 seconds at 44.1 KHz, and implemented a few other improvements and additional training options.

    Black Latents: turning Black Plastics into a RAVE model

    The motivation to train Black Latents was to extract dominant characteristics from my Black Plastics series, a compilation of 7 EPs with a total of 28 audio tracks of genres Experimental Techno, Breakbeats and Drum & Bass, I released between 2012-2020.

    I trained the model using the RAVE V2 architecture with a higher capacity of 128 and submitted it to the RAVE model challenge 2025 hosted by IRCAM, where it was publicly voted into first place. The model is available on the Forum IRCAM website.

    Using Black Latents | Latent Diffusion to spawn audio

    For Black Latents | Latent Diffusion, I trained diffusion models in 7 different configurations and context window lengths using once again the audio material from the Black Plastics series as base data set together with the Black Latents VAE.

    The application itself is a simple gradio interface to the generate script of RAVE-Latent Diffusion (Flex’ed). In the UI, you can choose from the different diffusion models, define seeds and set additional parameters like temperature or latent normalization before generating audio items through the Black Latents model decoder.

    Depending on the diffusion model and parameter selection, the resulting output varies from stumbling rhythmic micro structures to items with resemblances of their base training data’s macro scale considerations.

    Other examples

    I published earlier experiments with RAVE-Latent Diffusion and a different set of RAVE models in the form of two albums:

    MARTSMÆN – RLDG_0da02c80cb [datamarts/2KOMMA4]: BandcampNina

    MARTSM^N – RLDG_835770db1c [datamarts/2KOMMA3]: BandcampNina

  • Reykjavík Sunburn

    In Reykjavík Sunburn, four different neural audio models, trained on my own musical material — a corpus of electronic music conventionally written and produced — and a private voice dataset are employed in an improvisational setting inside Pure Data, a visual audio programming environment where I perform Latent Jamming, a real-time improvisation practice with neural audio models that embraces concepts of algorithmic and generative composition techniques. I act in real-time inside the models’ latent space, steering mood, density, and rhythmicality by exploring parameter settings in signal streams that resemble latent embeddings. By doing so, I aim to replace deterministic composition with guided exploration: tweak, listen, stabilize, vary. 

    Reykjavík Sunburn concludes that neural audio synthesis can extend creative practices in music performance and composition by leveraging the unpredictable behaviour of the models from a control interface that caters for creative intent.

    In Reykjavík Sunburn each two RAVE and vschaos2 models are being used:

    • Black Latents: a RAVE V2 model trained on the Black Plastics series – 28 tracks/ 3h of drum- and percussion-heavy electronic music. The resulting model generates mainly percussive output with rough textures and a generally high grittiness. In the framework, this model is used as a leading asset to generate the rhythmic baseline and general percussive structure. 
    • Nobsparse: a RAVE V2 model trained on a hybrid dataset of Tech House and sonically sparse Drum & Bass (about 4h of audio material). The model’s characteristics are relatively clear, sterile, and lightweight sounds, harmonic textures, and an isolated but dominant low end. Depending on the process development during the improvisation, this model serves as a secondary texture generator but can also replace Black Latent’s role in the composition. 
    • VSC2_Nobsparse: this vschaos2 model has been trained on the same dataset as the Nobsparse RAVE model. In the composition, this model is used to generate interchanging pads and drone-like noise textures for transitions or simply to enrich an ongoing section of the recording with a harmonic layer.
    • VSC2_Martha2023: being the only model trained on voice data, courtesy of my daughter, this model adds a layer of rhythmical, pseudo-vocal sound on top of the otherwise „instrumental“ generations of the three other models. 

    Output examples

    Reykjavík Sunburn (Take 1 Redux) received recognition at the AI Song Contest 2025 where it was selected to the finalist shortlist of 10 out of >150 submissions.

  • Latent Russando

    Latent Russando is a semi-generative compositional framework written in Pure Data dedicated to exploring musical qualities in working with generative neural nets for audio, conceived both as hybrid instruments and as autonomous actors.

    Practices from generative music and algorithmic composition are used as mediators between human performer and the generative abilities of the neural nets, displacing and circumventing concepts of authorship and genius by empowering multiple independent agents in an improvisation-driven, co-creative process.

    The work is based on Russando. Serenade for six German Sirens, op. 43 by Hallgrímur Vilhjálmsson, a heteronym of conceptual artist Georg Joachim Schmitt. The original piece was composed in 2008 and premiered in the context of the (also fictional) art exhibition cologne contemporary — international art biennale 08 at Asbach-Uralt Werke in Rüdesheim. It is a three-part composition of approx. 33 minutes in length, in which six German emergency and police sirens are alternately sounded together or alone. In consultation with the creator, I trained models based on two neural net architectures (RAVE, vschaos2, both courtesy of IRCAM, Paris) on the original piece.

    Public performances

    An exemplary instantiation, Nebuloso, a 7.0 output recording of the Latent Russando framework, was shortlisted for Soundcinema 2025, a recorded sound festival at FFT in Düsseldorf, where the framework was premiered in October 2025.

    In March 2026, Etereo, another 7.0 composition based on the framework, was publicly presented at Music for Cinemas, an event series dedicated to experimental music at Filmrauschpalast Moabit, Berlin.

    Fluidante, a quadrophonic recording from the framework, is presented during International Computer Music Conference (ICMC) 2026 in Hamburg.

  • Latent Jamming

    Latent Jamming is an improvisation practice with real-time capable neural audio models that embraces concepts of algorithmic and/ or generative composition techniques. It is one of my main practical research topics since 2023.


    Motivation and background

    Coming from a traditional electronic music background (Drum & Bass, Breaks, Electronica) where deterministically driven production routines in a technologically homogeneous setup are dominant, two main questions have been at the center of my practical research for the last years: 

    1. How can techniques of generative music and algorithmic composition be injected into electronic music genres that are deterministically driven? (see e.g. Fibonacci Jungle, Risset Rhythms)
    2. How can generative AI be integrated into creative processes in electronic music production holistically, not only as another new tool out of many in existing production routines?

    To narrow in on answering these questions, in particular the second one, I train neural nets on the musical material I’ve written and produced in the past and work with the trained models in real-time settings. I apply compositional concepts from generative music and algorithmic composition as mediators between human performer and the generative abilities of the neural nets, displacing and circumventing concepts of authorship and genius by empowering multiple independent agents in an improvisation-driven, co-creative process that leads to musical output, but not necessarily to a fixed recording artifact.

    Sharing agency

    With this approach, I aim to amplify one key quality of neural audio models, which is their unexpected behaviour when generating output. This quality sets the models apart from a perception of conventional musical instruments, where control over the produced sound is usually the objective. My goal when making music powered by neural nets is to share the agency by finding the right equilibrium between establishing control and embracing the lack thereof.

    Creative considerations

    Using deep learning algorithms to interpret and extract key characteristics of particular audio data subsets, my creative intent is an expansion of these characteristics into something genuinely new. 

    Finding a novel approach to music production

    Opposed to approaches with similar AI-augmented practices in contemporary music production, where models are often used as a material source for samples or sound items in otherwise conventional production routines, my interest in using neural audio synthesis aims at being able to generate (electronic) music in a real-time compositional dialogue with single models. Consequently, my training data consists explicitly of self-contained assets (i.e. full tracks), not separated stems of one instrument, synthesizer, or other homogeneous sound samples.

    „back in our day we didn’t have ai we used REAL synthesizers. . .to sound like drums“ dadabots

    Object of this approach is my own music written in past years under a traditional electronic music production paradigm. Preselection and categorization is a first creative act in the process, where e.g. material with a particular sonic character (e.g. sparse, dense or attributed to a particular genre), such from a particular working phase or a dedicated output selection (e.g. an album), is separated into various datasets.

    Building hybrid instruments

    Using open source audio-to-audio neural network architectures RAVE, vschaos2, MSPrior or AFTER, I trained various models on these curated selections of my earlier works. Capable of reproducing and respawning sound characteristics they’ve learned while training, these models become hybrids of instruments and sound machines that partly act autonomously. (For example, RAVE models are known to randomly produce sound on no input/ silence when the training data didn’t explicitly contain silence as information.)

    Learning to navigate in latent space

    The compositional setup used to make music with the models requires an experimental approach that embraces this understanding of them both as instruments of a new type and autonomous actors. Interaction with the models happens in latent space, where conventional compositional techniques cannot be applied. Similarities in behaviour between different models hardly exist; each model requires exploration and empirical observation. Therefore, the compositional setup is mainly a boilerplate template combining different techniques that have proven successful in similar use cases, while putting it into action resembles learning an instrument from scratch. 

    Embracing new qualities

    Results of working with this approach can produce high similarities with the musical characteristics of the original material; however, the amalgamation of sounds as performed by the models as well as their unexpected behaviour generally results in a new quality of output that challenges both performer and listener. As such, making music with neural audio models in real-time settings bears a paradigm shift in electronic music production.

    Technical setup

    For the compositional process, I use Pure Data (PD) where RAVE and vschaos2 (as well as MSPrior and AFTER) models can be employed for real-time application using the nn~ object. In PD, I programmed a set of custom abstractions that allow building frameworks for semi-generative or algorithmic use cases and are tailored for these model types explicitly.

    With these abstractions, I can intervene directly in the latent space of the models, overriding their intended use case of timbre transfer on audio material with injecting latent embedding mimicry instead. This allows me to guide the models’ outputs, comparable to tuning – and to some extent playing – an instrument.

    Compositorial and performative considerations

    Tuning and setting control thresholds

    The compositorial process usually includes a lot of exploratory work until a constellation of parameters is found that leads to musically coherent and/ or novel results. Once a parameter constellation (or tuning) for the models has been established, the amount of human influence on a compositional level is determined. This includes defining the range of control level variation the models can use to create their output. It also implies leveling out the amount of perceivable rhythmic structure or repetition.

    Finding pieces

    While performing, the model’s behaviour can be stabilized, but the actual output is usually not exactly repeatable a second time. For that reason, I call that musical practice Latent Jamming, referring to a co-creative situation where human and artificial agents interact in an improvisational setting. In terms of compositorial or performative practice, therefore the process is hardly deterministically but exploratory driven – less writing a piece but finding a piece. 

    Ethical considerations

    Selecting data

    From an ethical point of view, neural audio model training – like basically all AI model trainings – requires considerations of dataset provenance in particular regarding questions of authorship and licensing. Using only my own musical material, excluding remixes and collaborations with other artists, is not only an aesthetically driven decision but also a practical one since I’m not touching the rights of any other creator. 

    Considering bias

    While bias is something considered problematic in mainstream use cases, e.g. with information produced by LLMs, it can be highly desirable when training neural audio models; for my approach and use case, it didn’t require any additional consideration.

    Compensating environmental footprint

    Training AI models is broadly known to come at a significant environmental cost. Training RAVE and vschaos2 neural audio models on cloud data centers appears to be comparably cheap (e.g. 170 GPU hours of training a RAVE model on Kaggle equals around 24,48 kg CO₂, while 12 GPU hours for vschaos2 models equal around 1,73 kg CO₂; numbers are rough estimations based on an hourly power consumption of Tesla P100 GPUs + infrastructure (300W) and a global electricity carbon intensity of 0,48 kg CO₂/kWh.).

    In the EU, the most efficient way to compensate CO₂ as a private person is by buying (and retiring) fractions of EU Allowances (EUAs) for CO₂ emissions. I’ve chosen ForTomorrow to compensate for my own environmental footprint in this manner on a yearly basis. 


    Use cases and examples

    In the past years, I’ve developed various frameworks in Pure Data that build on the idea of Latent Jamming in order to explore new ways of music co-creation. You can find these under Works.

  • Saatgut Proxy

    Saatgut Proxy is an experimental generative setup in Pure Data that creates both randomized and repeatable pathways through the latent space of two neural audio model architectures (RAVE, vschaos2) at the same time.

    The framework is based both on generalized abstractions that I have developed for the Latent Jamming use case and additional prototypes of techniques that I turned into dedicated abstractions later on.

    Saatgut Proxy was presented at ArtSearch symposium at ligeti zentrum in Hamburg during a lecture performance and along with a presentation on Latent Jamming and shared human/AI agency in electronic music creation at Storytellers+Machines 2024 conference at SODA (Manchester).

    Output examples

    The framework led to the following release artifacts:

    MARTSM=N – VARIA 3L [datamarts/2KOMMA1]: Nina

    MARTSM))N – Saatgut Proxy Reflux [datamarts/2KOMMA0]: Nina

    MARTSM))N – Saatgut Proxy [n/a]: Bandcamp

  • Spoor

    Early prototypes and setups in latent embedding mimickry and establishing a control level baseline in latent space have led to Spoor, both name of a loosely coupled set of Latent Jamming techniques and two releases:

    MARTSM/\N – Spoor Widen [datamarts/1KOMMA9]: Nina

    MARTSM/\N – Spoor [n/a]: Bandcamp

    Below video shows the setup that lead to tracks Loom and Loom Rewood.

    Track Architects was based on the following patch