text: Spurred by the potential of deep learning, computational music generation has gained renewed academic interest. A crucial issue in music generation is that of user control, especially in scenarios where the music generation process is conditioned on existing musical material. Here we propose a model for conditional kick drum track generation that takes existing musical material as input, in addition to a low-dimensional code that encodes the desired relation between the existing material and the new material to be generated. These relational codes are learned in an unsupervised manner from a music dataset. We show that codes can be sampled to create a variety of musically plausible kick drum tracks and that the model can be used to transfer kick drum patterns from one song to another. Lastly, we demonstrate that the learned codes are largely invariant to tempo and time-shift.
  @cite_18: 
  @cite_4: Machine learning has shown a successful component of methods for automatic music composition. Considering music as a sequence of events with multiple complex dependencies on various levels of a composition, the long short-term memory-based (LSTM) architectures have been proven to be very efficient in learning and reproducing musical styles. The “rampant force” of these architectures, however, makes them hardly useful for tasks that incorporate human input or generally constraints. Such an example is the generation of drums’ rhythms under a given metric structure (potentially combining different time signatures), with a given instrumentation (e.g. bass and guitar notes). This paper presents a solution that harnesses the LSTM sequence learner with a feed-forward (FF) part which is called the “Conditional Layer”. The LSTM and the FF layers influence (are merged into) a single layer making the final decision about the next drums’ event, given previous events (LSTM layer) and current constraints (FF layer). The resulting architecture is called the conditional neural sequence learner (CNSL). Results on drums’ rhythm sequences are presented indicating that the CNSL architecture is effective in producing drums’ sequences that resemble a learnt style, while at the same time conform to given constraints; impressively, the CNSL is able to compose drums’ rhythms in time signatures it has not encountered during training (e.g. 17 16), which resemble the characteristics of the rhythms in the original data.
  @cite_1: Recurrent neural networks (RNNs) are now widely used on sequence generation tasks due to their ability to learn long-range dependencies and to generate sequences of arbitrary length. However, their left-to-right generation procedure only allows a limited control from a potential user which makes them unsuitable for interactive and creative usages such as interactive music generation. This article introduces a novel architecture called anticipation-RNN which possesses the assets of the RNN-based generative models while allowing to enforce user-defined unary constraints. We demonstrate its efficiency on the task of generating melodies satisfying unary constraints in the style of the soprano parts of the J.S. Bach chorale harmonizations. Sampling using the anticipation-RNN is of the same order of complexity than sampling from the traditional RNN model. This fast and interactive generation of musical sequences opens ways to devise real-time systems that could be used for creative purposes.
  @cite_3: 
  @cite_6: This paper introduces DeepBach, a graphical model aimed at modeling polyphonic music and specifically hymn-like pieces. We claim that, after being trained on the chorale harmonizations by Johann Sebastian Bach, our model is capable of generating highly convincing chorales in the style of Bach. DeepBach's strength comes from the use of pseudo-Gibbs sampling coupled with an adapted representation of musical data. This is in contrast with many automatic music composition approaches which tend to compose music sequentially. Our model is also steerable in the sense that a user can constrain the generation by imposing positional constraints such as notes, rhythms or cadences in the generated score. We also provide a plugin on top of the MuseScore music editor making the interaction with Deep-Bach easy to use.
  @cite_19: This paper is a survey and an analysis of different ways of using deep learning (deep artificial neural networks) to generate musical content. We propose a methodology based on five dimensions for our analysis: Objective - What musical content is to be generated? Examples are: melody, polyphony, accompaniment or counterpoint. - For what destination and for what use? To be performed by a human(s) (in the case of a musical score), or by a machine (in the case of an audio file). Representation - What are the concepts to be manipulated? Examples are: waveform, spectrogram, note, chord, meter and beat. - What format is to be used? Examples are: MIDI, piano roll or text. - How will the representation be encoded? Examples are: scalar, one-hot or many-hot. Architecture - What type(s) of deep neural network is (are) to be used? Examples are: feedforward network, recurrent network, autoencoder or generative adversarial networks. Challenge - What are the limitations and open challenges? Examples are: variability, interactivity and creativity. Strategy - How do we model and control the process of generation? Examples are: single-step feedforward, iterative feedforward, sampling or input manipulation. For each dimension, we conduct a comparative analysis of various models and techniques and we propose some tentative multidimensional typology. This typology is bottom-up, based on the analysis of many existing deep-learning based systems for music generation selected from the relevant literature. These systems are described and are used to exemplify the various choices of objective, representation, architecture, challenge and strategy. The last section includes some discussion and some prospects.
  @cite_2: Research on automatic music generation has seen great progress due to the development of deep neural networks. However, the generation of multi-instrument music of arbitrary genres still remains a challenge. Existing research either works on lead sheets or multi-track piano-rolls found in MIDIs, but both musical notations have their limits. In this work, we propose a new task called lead sheet arrangement to avoid such limits. A new recurrent convolutional generative model for the task is proposed, along with three new symbolic-domain harmonic features to facilitate learning from unpaired lead sheets and MIDIs. Our model can generate lead sheets and their arrangements of eight-bar long. Source code and audio samples of the generated result can be found at the project webpage: https: liuhaumin. github.io LeadsheetArrangement
  @cite_5: 
  @cite_15: 
  @cite_16: “Style transfer” among images has recently emerged as a very active research topic, fuelled by the power of convolution neural networks (CNNs), and has become fast a very popular technology in social media. This paper investigates the analogous problem in the audio domain: How to transfer the style of a reference audio signal to a target audio content? We propose a flexible framework for the task, which uses a sound texture model to extract statistics characterizing the reference audio style, followed by an optimization-based audio texture synthesis to modify the target content. In contrast to mainstream optimization-based visual transfer method, the proposed process is initialized by the target content instead of random noise and the optimized loss is only about texture, not structure. These differences proved key for audio style transfer in our experiments. In order to extract features of interest, we investigate different architectures, whether pre-trained on other tasks, as done in image style transfer, or engineered based on the human auditory system. Experimental results on different types of audio signal confirm the potential of the proposed approach.
  @cite_13: 
  @cite_12: We introduce a method for imposing higher-level structure on generated, polyphonic music. A Convolutional Restricted Boltzmann Machine (C-RBM) as a generative model is combined with gradient des- cent constraint optimisation to provide further control over the genera- tion process. Among other things, this allows for the use of a “template” piece, from which some structural properties can be extracted, and trans- ferred as constraints to the newly generated material. The sampling pro- cess is guided with Simulated Annealing to avoid local optima, and to find solutions that both satisfy the constraints, and are relatively stable with respect to the C-RBM. Results show that with this approach it is possible to control the higher-level self-similarity structure, the meter, and the tonal properties of the resulting musical piece, while preserving its local musical coherence.
  @cite_20: The Variational Autoencoder (VAE) has proven to be an effective model for producing semantically meaningful latent representations for natural data. However, it has thus far seen limited application to sequential data, and, as we demonstrate, existing recurrent VAE models have difficulty modeling sequences with long-term structure. To address this issue, we propose the use of a hierarchical decoder, which first outputs embeddings for subsequences of the input and then uses these embeddings to generate each subsequence independently. This structure encourages the model to utilize its latent code, thereby avoiding the "posterior collapse" problem which remains an issue for recurrent VAEs. We apply this architecture to modeling sequences of musical notes and find that it exhibits dramatically better sampling, interpolation, and reconstruction performance than a "flat" baseline model. An implementation of our "MusicVAE" is available online at this http URL
  @cite_11: Discovering and exploring the underlying structure of multi-instrumental music using learning-based approaches remains an open problem. We extend the recent MusicVAE model to represent multitrack polyphonic measures as vectors in a latent space. Our approach enables several useful operations such as generating plausible measures from scratch, interpolating between measures in a musically meaningful way, and manipulating specific musical attributes. We also introduce chord conditioning, which allows all of these operations to be performed while keeping harmony fixed, and allows chords to be changed while maintaining musical "style". By generating a sequence of measures over a predefined chord progression, our model can produce music with convincing long-term structure. We demonstrate that our latent space model makes it possible to intuitively control and generate musical sequences with rich instrumentation (see this https URL for generated audio).
summary: In addition to the VAE-based methods for control over music generation processes mentioned above, a number of other studies have applied deep learning methods to address the problem of music generation in general, as reviewed in @cite_19 . Drum track generation has been tackled using recurrent architectures @cite_4 @cite_15 , Restricted Boltzmann Machines @cite_5 , and Generative Adversarial Networks (GANs) @cite_3 . Approaches to the generation process may rely on sampling from some latent representation of the material to be generated @cite_20 @cite_11 , possibly in an incremental fashion @cite_6 , or conditioning on user-provided information (such as a style label @cite_13 , unary @cite_1 , or structural @cite_12 constraints). @cite_16 demonstrates style transfer for audio. GANs are used in @cite_3 @cite_2 , where the output of the generation process is determined by providing some (time-varying) noise, in combination with conditioning on existing material. Similar to our study, @cite_18 uses a GAE to model between musical material in an autoregressive prediction task. To our knowledge this is the first use of GAEs for conditional music generation.