Reference-Driven Multi-Speaker Audio Scene Generation from In-the-Wild Priors

Multimodal Intelligence FGCMA AVEL GenAI TTS EDSS
现有的多说话人对话系统通过结构化监督方式将说话人与话语绑定:例如每轮对话的说话人标签、多声道转录文本,或可学习的说话人嵌入。这类系统运行于纯语音处理流程中,仅生成干净的语音序列,无法还原真实对话所具有的环境质感。我们采取了一种截然不同的方法。我们的方法名为 ScenA,其核心是将一个基于大规模野外真实数据预训练的文本到音频流匹配基础模型,直接以多个参考语音及一段自由形式的自然语言提示为条件——该提示完整描述整个多说话人音频场景。借助此类基础模型,我们得以继承其对自然非录音室音频的建模能力:包括背景噪声、房间声学特性、话语重叠以及自发性的副语言事件(如语气词、笑声、叹息等),同时无需任何按轮次组织的结构化约束,即可实现多说话人控制。具体而言,我们将多个参考语音对应的潜在表征(latents)拼接至模型的词元序列中,并通过轻量级、具备身份感知能力的位置编码加以区分。然而,我们发现该方法存在一个关键障碍,即“参考捷径”(Reference Shortcut)问题:在标准噪声调度下训练时,模型可能仅凭被加噪目标音频与某参考语音之间的声学相似性,便直接识别出匹配的参考语音,从而完全绕过文本提示。为此,我们采用一种偏向高噪声时间步的采样分布,强制模型必须依赖文本提示完成说话人分配任务。我们在 CoVoMix2-Dialogue 基准测试集上对 ScenA 进行评估,结果表明:其在说话人绑定指标上显著优于现有各类多说话人系统,同时能生成富含表现力的对话音频——包含自然的话语重叠、富有情感色彩的发声行为(如兴奋、犹豫、惊讶等语调变化),以及真实的环境声效。我们的实验结果有力证明:相较于将结构化对话脚本输入纯语音处理流程的传统范式,采用通用音频基础模型并以自由形式的场景描述作为条件,具有明显优势。
Existing multi-speaker dialogue systems bind speakers to utterances through structured supervision: per-turn tags, multi-stream transcriptions, or learnable speaker embeddings. These systems operate within speech-only pipelines that produce clean vocal sequences without the ambient texture of real conversations. We take a different approach. Our method, ScenA, conditions a text-to-audio flow-matching foundation model, pretrained on large-scale in-the-wild data, directly on multiple reference voices and a free-form natural language prompt that describes an entire multi-speaker audio scene. Leveraging such a foundational model allows us to inherit its capacity for natural, non-studio audio: background noise, room acoustics, overlapping dialogue, and spontaneous paralinguistic events, while adding multi-speaker control without any per-turn structure. Concretely, reference latents are concatenated into the model's token sequence and distinguished by lightweight identity-aware positional encodings. However, we identify a critical obstacle to this approach: the \textit{Reference Shortcut}. During training under standard noise schedules, the model can identify the matching reference by acoustic similarity to the noisy target, bypassing the text prompt entirely. We address this with a high-noise-biased timestep distribution that forces the model to rely on the text prompt for speaker assignment. We evaluate ScenA on the CoVoMix2-Dialogue benchmark, showing that it outperforms existing multi-speaker systems on speaker-binding metrics while generating rich conversational audio with overlapping speech, emotional vocalizations, and ambient sound. Our results demonstrate the advantage of using a general-purpose audio model conditioned on a free-form scene description, rather than passing structured dialog scripts through a speech-only pipeline.
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