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 autoencoder 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

    RAVE is a variational autoencoder developed at IRCAM. Its main use case is timbre transfer on audio input, but you can also generate audio by using the autoencoder’s decoder as a neural audio synthesizer, as seen 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.

    This model operates on the highly compressed representations of the original data (latent embeddings). 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

    To train a RAVE-Latent Diffusion model and use it for audio generation, you need a RAVE autoencoder first. For this project, I used Black Latents, my contribution to the RAVE model challenge 2025 hosted by IRCAM.

    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.

    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.

    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

    An example of my ongoing practical research effort dedicated to exploring musical qualities in working with generative neural nets for audio, conceived both as hybrid instruments and as (semi-) autonomous actors, is Reykjavík Sunburn.

    Here, 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 used in an improvisational setting inside Pure Data, a visual audio programming environment.

    In Reykjavík Sunburn, I perform Latent Jamming, a real-time improvisation practice with neural audio synthesizers that embraces concepts of algorithmic composition and generative music. I act in real-time inside the models’ latent space, steering mood, density, and rhythm by generating, modulating, and organizing synthetic signal data streams that resemble latent embeddings. By doing so, I aim to replace deterministic composition with guided exploration: tweak, listen, stabilize, vary. 

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

    • Black Latents: a RAVE V2 model trained on the Black Plastics series. The dataset includes 3 hours of drum- and percussion-heavy electronic music. The resulting model generates mainly percussive output with rough textures and high grittiness. In Reykjavík Sunburn, 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 4 hours of audio material). The model’s characteristics are clear, sterile, and lightweight sounds, harmonic textures, and an isolated but dominant low end. Depending on the process development during the improvisation session, this model serves as a secondary texture generator but can also replace Black Latents’ role in the framework.
    • VSC2_Nobsparse: this vschaos2 model has been trained on the same dataset as the Nobsparse RAVE model. In Reykjavík Sunburn, it is used to generate interchanging pads and noise textures for transitions or simply to enrich the composition-performance with a harmonic layer. 
    • VSC2_Martha2023: being the only model trained on voice data (1,5 hours), this vschaos2 model adds a layer of rhythmic, pseudo-vocal sound on top of the otherwise “instrumental” generations of the three other models.

    Public performances

    Reykjavík Sunburn (Take 1 Redux) received recognition at the AI Song Contest 2025 where it was selected to the finalist shortlist and performed at the award show at Melkweg, Amsterdam.

    Live performance of Reykjavík Sunburn at the 7th Conference on AI Music and Creativity (AIMC 2026) at Musikinstrumenten-Museum, Berlin

  • 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, was presented during International Computer Music Conference (ICMC) 2026 in Hamburg.

  • Latent Jamming

    Latent Jamming is an improvisation practice with neural audio synthesizers that adopts concepts from algorithmic composition and generative music.

    The following text is an excerpt from the companion paper to my contribution to the 7th Conference on AI Music Creativity (AIMC).


    Training custom neural audio models

    Latent Jamming positions itself in context with artistic practices in the “AI-Music” paradigm that explicitly include dataset curation and custom model training as part of a creative decision-making process (Jourdan et al., 2026; Tahiroğlu et al., 2024). 

    Preselection and categorization of music and audio data is considered a first creative act in the process, where material with a particular sonic character (e.g. sparse, dense, energetic, calm), attributed to a particular music genre, or such from a particular working phase or dedicated output selection (e.g. an album), is first separated into various data subsets and augmented in preparation for training. 

    Using architectures RAVE (Caillon et al., 2021), vschaos2 (Chemla—Romeu-Santos, 2020), or AFTER (Demerlé et al., 2024), among others, I train (variational) autoencoders on these curated selections with the aim of reproducing certain characteristics but even more importantly generating sounds that have not been part of the original dataset.

    Observing models in action, the verdict is often that behavior and output can vary significantly, even when initial training conditions are similar or identical. This has contributed to a growing understanding of models possessing their own creative agency, while humans employing them in their work must share theirs (Xambó et al., 2024; Vear et al., 2023). Therefore, the models can be considered hybrids of instruments that embody the artist’s own aesthetics and sound-machines that partly act autonomously.

    Latent space as entry point

    In a composition-performance continuum, Latent Jamming follows an approach that embraces this notion of both model-as-instrument and (semi-)autonomous actor. Human-machine interaction and mutual influence are established and negotiated inside the models’ latent space, where low-level representations of the original domain data are accessible as latent embeddings or “encodings” for creative practitioners to engage with (Tahiroğlu et al., 2024; Yee-King, 2022)

    In the past years, practitioners have found various ways of acting from within latent space, all with the intent of establishing a control layer (often including an interface) that aims for reproducibility and meaningful action-reaction patterns with regards to the models’ output. Usually, these techniques are titled in association with the terminology of space, e.g. “navigation” (Tahiroğlu et al., 2024), “mapping” (Zheng et al., 2026), or “exploration” (e.g. Liu et al., 2026; Tatar et al., 2023). Other approaches in latent space interaction make use of solutions like dimensionality reduction (e.g. Horta et al., 2025; Tahiroğlu et al., 2021) or aligning encodings of non-audio-domain control data along with latent embeddings of audio data (Tahiroğlu et al., 2026; Zheng et al., 2024).

    Since in practice, each model requires statistical or empirical observation post-training as stated above, any composition-performance setup and its control interface can at most be a boilerplate template for techniques that have generally proven useful in similar cases, while putting it into action often resembles learning an instrument from scratch.

    Learning an instrument in real-time

    Latent Jamming builds on this instrument metaphor by using autoencoders’ decoder as a neural audio synthesizer. “Tuning” the instrument happens as an iterative process of generating arbitrary synthetic latent data, observing the decoded outcome in the audio domain followed by changing or stabilizing the initial input until an aesthetically convincing, yet more or less unstructured result has surfaced.

    While this first step mainly works as initialization and exploration of the models’ general capabilities, a second step aims to structure the output by applying action patterns, modulation sequences, or simple repetition to synthetic data. In this context, the composition-performance practice becomes relevant, and the influence of human and artificial agents in a co-creative process is negotiated. 

    For Latent Jamming, I use Pure Data (PD) where real-time neural audio synthesis is made possible through nn~. This object exposes the number of latent dimensions a trained model has been exported with and allows observing and modulating latent trajectories created through its encoder, or injecting similar information into its decoder. 

    In PD, I programmed a set of custom abstractions that are tailored for nn~ compatible model types, serving as both a control interface for “playing” neural audio synthesizers as instruments and define the range within which the models can generate sound autonomously. 

    These abstractions can spawn and control signal streams that mimic latent embeddings and their trajectories while allowing to preserve constellations that have led to convincing results in the music-making process. Technically, they operate within a spectrum of random sampling from pre-defined distribution types to manual selection of data points both within a specified range.

    Use cases and examples

    In the past years, I’ve developed various composition-performance setups in Pure Data that build on the idea of Latent Jamming and allow exploring new ways of music co-creation, examples being Reykjavík Sunburn or Saatgut Proxy.

    With UnRAVEl, I’ve started to transpose observations from Latent Jamming into a speculative composition practice.


    References

    Caillon, A., and Esling, P. (2021). RAVE: A variational autoencoder for fast and high-quality neural audio synthesis. 10.48550/arXiv.2111.05011. 

    Chemla—Romeu-Santos, A. (2020). Manifold representations of musical signals and generative spaces. 

    Demerlé, N., Esling, P., Doras, G., and Genova, D. (2024). Combining audio control and style transfer using latent diffusion. ArXiv, abs/2408.00196.

    Horta Valenzuela, M., and Tomás, E. (2025). NEBULA: A PCA-Based Method to Explore RAVE-Encoded Audio Representations. In Proceedings of the 22nd Sound and Music Computing Conference (SMC 2025), Graz, 49–56.

    Jourdan, T., Françoise, J., and Bevilacqua, F. (2026). Collective Craft: How Artists Collaborate to Train AI-based Audio Synthesis Model for Music. In Proceedings of the 2026 Conference on Creativity and Cognition (C&C 2026), New York, 921–933.

    Liu, J., and Zheng, S. J. (2026). Exploring AI Audio Models in Soundwalking with Broader Audiences. In Proceedings of the 2026 Conference on Creativity and Cognition (C&C 2026), New York, 1699–1703.

    Tahiroğlu, K., Kastemaa, M., and Koli, O. (2021). GANSpaceSynth: A Hybrid Generative Adversarial Network Architecture for Organising the Latent Space using a Dimensionality Reduction for Real-Time Audio Synthesis. In Proceedings of the 2nd Conference on AI Music Creativity (AIMC 2021).

    Tahiroğlu, K., and Wyse, L. (2024). Latent Spaces as Platforms for Sonic Creativity. In Proceedings of the 15th International Conference on Computational Creativity (ICCC 2024), Sweden.

    Tahiroğlu, K., Hokkanen, M., and Marta, A. (2026). Human-in-the-Loop: Crossmodal AI Alignment between Movement and Audio Latent Spaces for Expressive Sonification in Dance Performance. In Proceedings of the International Conference on New Interfaces for Musical Expression (NIME 2026), London.

    Tatar, K., Cotton, K., and Bisig, D. (2023). Sound Design Strategies for Latent Audio Space Explorations Using Deep Learning Architectures. 10.48550/arXiv.2305.15571.

    Vear, C., Benford, S., Avila, J. M., and Moroz, S. (2023). Human-AI Musicking: A Framework for Designing AI for Music Co-creativity. In Proceedings of the 4th AI Music Creativity Conference (AIMC 2023), Sussex.

    Xambó, A. and Roma, G. (2024). Human–machine agencies in live coding for music performance. Journal of New Music Research, 53, 33–46.

    Yee-King, M. (2022). Latent Spaces: A Creative Approach. In The Language of Creative AI: Practices, Aesthetics and Structures. Springer Series on Cultural Computing. Cham, 137–154.

    Zheng, S., Sedó, A., and Bryan-Kinns, N. (2024). A Mapping Strategy for Interacting with Latent Audio Synthesis Using Artistic Materials. ArXiv, abs/2407.04379.

    Zheng, S. J., Yoshida, K., García-Peguinho, N., Liu, J., Hearn, D., Xambó Sedó, A., and Bryan-Kinns, N. (2026). Latent Terrain: Adapting Neural Audio Autoencoders as Design Materials in NIME. In Proceedings of the International Conference on New Interfaces for Musical Expression (NIME 2026), London.

  • 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 self trained neural audio synthesizers build on architectures RAVE and vschaos2.

    Both models have been trained on a subset and selection from my own music written and produced under the Martsman moniker.

    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.

    Public performances and output examples

    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).

    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