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Designing Neural Synthesizers for Low-Latency Interaction

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arxiv 2503.11562 v2 pith:IWTRSWUJ submitted 2025-03-14 cs.SD cs.AIcs.LGeess.AS

Designing Neural Synthesizers for Low-Latency Interaction

classification cs.SD cs.AIcs.LGeess.AS
keywords audiomodelslatencylow-latencyinferencemusicalautoencoderdesigning
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Neural Audio Synthesis (NAS) models offer interactive musical control over high-quality, expressive audio generators. While these models can operate in real-time, they often suffer from high latency, making them unsuitable for intimate musical interaction. The impact of architectural choices in deep learning models on audio latency remains largely unexplored in the NAS literature. In this work, we investigate the sources of latency and jitter typically found in interactive NAS models. We then apply this analysis to the task of timbre transfer using RAVE, a convolutional variational autoencoder for audio waveforms introduced by Caillon et al. in 2021. Finally, we present an iterative design approach for optimizing latency. This culminates with a model we call BRAVE (Bravely Realtime Audio Variational autoEncoder), which is low-latency and exhibits better pitch and loudness replication while showing timbre modification capabilities similar to RAVE. We implement it in a specialized inference framework for low-latency, real-time inference and present a proof-of-concept audio plugin compatible with audio signals from musical instruments. We expect the challenges and guidelines described in this document to support NAS researchers in designing models for low-latency inference from the ground up, enriching the landscape of possibilities for musicians.

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Cited by 1 Pith paper

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  1. Exploring System Adaptations For Minimum Latency Real-Time Piano Transcription

    eess.AS 2025-09 conditional novelty 4.0

    A strictly causal, low-latency piano transcription system can reach 10-30 ms delays, but with a clear accuracy drop from removing lookahead and using shifted audio windows.