# Evaluating Prompt Robustness in Text-to-Audio Systems for Adaptive Virtual Agents and Game Soundtracks

arXiv: https://arxiv.org/abs/2603.13824 · HTML: https://mlsanity.com/paper/2603.13824/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 4 of its 14 references that are in the map.
- First posted on arXiv 14 Mar 2026.

## Builds on (most cited first, 4 of 4)

- [Quantifying Language Models' Sensitivity to Spurious Features in Prompt Design or: How I learned to start worrying about prompt formatting](https://mlsanity.com/paper/2310.11324/) (2023)
- [High Fidelity Neural Audio Compression](https://mlsanity.com/paper/2210.13438/) (2022)
- [Simple and Controllable Music Generation](https://mlsanity.com/paper/2306.05284/) (2023)
- [Same Question, Different Words: A Latent Adversarial Framework for Prompt Robustness](https://mlsanity.com/paper/2503.01345/) (2025)

## Abstract (arXiv)

Recent text-to-audio models enable adaptive game soundtracks, but small prompt changes can cause abrupt musical shifts. We evaluate MusicGen-small, MusicGen-large, and Stable Audio 2.5 under Minimal Lexical Substitution, Intensity Shifts, and Structural Rephrasing using log-Mel distance, MFCC/chroma-DTW, and CLAP similarity. Stable Audio 2.5 achieves the lowest pooled acoustic distances and the highest audio-audio CLAP similarity under structural rephrasing, while MusicGen-large has the highest audio-audio CLAP similarity under lexical substitutions and intensity shifts. Stable Audio 2.5 also shows the greatest between-seed variation in prompt-to-audio alignment, demonstrating the importance of multi-seed robustness evaluation for adaptive game audio.
