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Few-shot Acoustic Synthesis with Multimodal Flow Matching

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Generating audio that is acoustically consistent with a scene is essential for immersive virtual environments. Recent neural acoustic field methods enable spatially continuous sound rendering but remain scene-specific, requiring dense audio measurements and costly training for each environment. Few-shot approaches improve scalability across rooms but still rely on multiple recordings and, being deterministic, fail to capture the inherent uncertainty of scene acoustics under sparse context. We introduce flow-matching acoustic generation (FLAC), a probabilistic method for few-shot acoustic synthesis that models the distribution of plausible room impulse responses (RIRs) given minimal scene context. FLAC leverages a diffusion transformer trained with a flow-matching objective to generate RIRs at arbitrary positions in novel scenes, conditioned on spatial, geometric, and acoustic cues. FLAC outperforms state-of-the-art eight-shot baselines with one-shot on both the AcousticRooms and Hearing Anything Anywhere datasets. To complement standard perceptual metrics, we further introduce AGREE, a joint acoustic-geometry embedding, enabling geometry-consistent evaluation of generated RIRs through retrieval and distributional metrics. This work is the first to apply generative flow matching to explicit RIR synthesis, establishing a new direction for robust and data-efficient acoustic synthesis.

Amandine Brunetto• 2026

Related benchmarks

TaskDatasetResultRank
Room Impulse Response SynthesisAcousticRooms (unseen)
T608.6
13
Room Impulse Response SynthesisHearing-Anything-Anywhere (HAA) real-world generalization 83
T60 (%)3.1
11
Room Impulse Response GenerationHearing-Anything-Anywhere (HAA) inverted receiver pose (test)
Magnitude3.16
11
Acoustic-to-Geometry RetrievalAcousticRooms (unseen set)
R@185.37
2
Geometry-to-Acoustic RetrievalAcousticRooms (unseen set)
R@184.38
2
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