# Enhancing Audio Perception of Music By AI Picked Room Acoustics

arXiv: https://arxiv.org/abs/2208.07994 · HTML: https://mlsanity.com/paper/2208.07994/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 29 references that are in the map.
- First posted on arXiv 16 Aug 2022.

## Builds on (most cited first, 10 of 10)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [wav2vec 2.0: A Framework for Self-Supervised Learning of Speech Representations](https://mlsanity.com/paper/2006.11477/) (2020)
- [CNN Architectures for Large-Scale Audio Classification](https://mlsanity.com/paper/1609.09430/) (2016)
- [Jukebox: A Generative Model for Music](https://mlsanity.com/paper/2005.00341/) (2020)
- [Tacotron: Towards End-to-End Speech Synthesis](https://mlsanity.com/paper/1703.10135/) (2017)
- [MOSNet: Deep Learning based Objective Assessment for Voice Conversion](https://mlsanity.com/paper/1904.08352/) (2019)
- [Audio Transformers](https://mlsanity.com/paper/2105.00335/) (2021)
- [A Generative Model for Raw Audio Using Transformer Architectures](https://mlsanity.com/paper/2106.16036/) (2021)
- [A Framework for Generative and Contrastive Learning of Audio Representations](https://mlsanity.com/paper/2010.11459/) (2020)
- [Learning to Model Aspects of Hearing Perception Using Neural Loss Functions](https://mlsanity.com/paper/1912.05683/) (2019)

## Abstract (arXiv)

Every sound that we hear is the result of successive convolutional operations (e.g. room acoustics, microphone characteristics, resonant properties of the instrument itself, not to mention characteristics and limitations of the sound reproduction system). In this work we seek to determine the best room in which to perform a particular piece using AI. Additionally, we use room acoustics as a way to enhance the perceptual qualities of a given sound. Historically, rooms (particularly Churches and concert halls) were designed to host and serve specific musical functions. In some cases the architectural acoustical qualities enhanced the music performed there. We try to mimic this, as a first step, by designating room impulse responses that would correlate to producing enhanced sound quality for particular music. A convolutional architecture is first trained to take in an audio sample and mimic the ratings of experts with about 78 % accuracy for various instrument families and notes for perceptual qualities. This gives us a scoring function for any audio sample which can rate the perceptual pleasantness of a note automatically. Now, via a library of about 60,000 synthetic impulse responses mimicking all kinds of room, materials, etc, we use a simple convolution operation, to transform the sound as if it was played in a particular room. The perceptual evaluator is used to rank the musical sounds, and yield the "best room or the concert hall" to play a sound. As a byproduct it can also use room acoustics to turn a poor quality sound into a "good" sound.
