How machine learning learned to make sound — the voice, music, and
instruments — from WaveNet's sample-by-sample gamble to diffusion models and
language models that compose. Deep theory, live in-browser demos, and the maths
worked all the way through. Every sound on these pages is synthesised live in the
Web Audio API; every diagram computes in real time.
For seventy years, synthesising sound meant hand-designing a signal-processing
algorithm — an oscillator bank, a filter, a physical model of a string. You wrote
the equations; the computer executed them. Neural sound synthesis inverts
that: you supply examples of the sound you want, and a network learns the
generating process itself, discovering structure no engineer wrote down.
This series is a comprehensive, technical tour of that revolution — the models,
the mathematics, and the ideas that connect them. It is built for people who want
to understand, not just use: every part derives its core equations, shows
the architecture as an interactive diagram, and lets you hear the technique running
live. It sits alongside the classical-DSP synthesis work in the
DSP & Music
collection — where neural methods stand on the shoulders of the vocoder, the
spectrogram, and differentiable filters.
The central question of the field: an audio second is 16,000–48,000 numbers, each
depending on all the others. How do you learn a probability distribution over
that — and sample from it fast enough to be useful?
— the thread running through all twelve parts
§The map of the field
Every generative-audio system is a choice along two axes: what domain
it models the sound in (raw samples, a spectrogram, discrete tokens, or a learned
latent), and what generative family it uses to place a distribution
over that domain. Hover the map to trace where each landmark model sits — the whole
series is a walk across this plane.
Hover a model · axes: representation domain (x) × generative family (y)
The landscape of neural sound synthesis — hover any node.
Nothing on this map is purely one thing. VITS is a flow and a VAE
and a GAN; MusicGen is a language model over a codec's tokens. The families
are lenses, not boxes — and the most capable modern systems deliberately combine them.
§Three pillars: voice, music, instruments
The series covers the whole of synthetic sound, but three application pillars recur.
Each imposes different constraints, and the techniques cross-pollinate constantly.
Pillar
What is hard about it
Signature techniques & parts
The Voice speech & singing
Intelligibility is unforgiving; humans are expert critics of voices. Prosody,
pitch, vibrato and phoneme timing must all be controllable and natural.
Structure over minutes, many simultaneous sources, and text/style control.
The long-range-dependency problem at its most extreme.
Neural codecs (P9), language-model music (P10), latent-diffusion
text-to-audio (P11)
Instruments single-note timbre
Continuous, meaningful control of timbre and pitch; faithful attack
transients; interpolation between instruments that never existed.
DDSP (P6), GAN instrument synthesis / GANSynth (P7), real-time timbre
transfer (P12)
§The twelve parts
Read in order for a complete education, or jump to a technique. Each part is a
standalone interactive presentation with live audio, derived mathematics, and an
animated architecture.
Core / foundations Voice pillar Music pillar
All twelve parts are live. Read them in order for a complete education, or jump
straight to a technique — each stands alone.
§How we judge a synthesiser
A generative-audio model cannot be scored by a single loss. The field uses a ladder
of metrics — from human listening tests to embedding-space distances — and each part
reports the ones that matter for its task. The two you will meet everywhere:
Perceptual: the Mean Opinion Score
Human listeners rate naturalness from 1 (bad) to 5 (excellent); the
MOS is the average. Its rigorous cousin MUSHRA
hides a reference and anchors among the candidates. Slow and expensive, but the
only ground truth for "does this sound real?"
Objective: the Fréchet Audio Distance
FAD mirrors the FID of image generation: embed real and generated
audio with a pretrained network, fit a Gaussian to each set, and measure the
distance between them —
where $(\mu_r,\Sigma_r)$ and $(\mu_g,\Sigma_g)$ are the mean and covariance of the
real and generated embeddings. Lower is better; unlike a per-sample loss it rewards
matching the distribution of a corpus. Part 12 dissects it, and
CLAP score — how well generated audio matches a text prompt — in full.
§How to read this series
Every part is a single self-contained web page — no installation, no accounts, no
audio files downloaded. Open it and the sound is generated on your machine.
Turn the volume up
The demos are the argument. Reading about a vocoder is nothing like hearing Griffin–Lim and HiFi-GAN invert the same spectrogram.
Open the derivations
Collapsed ▸ derivation panels hold the full maths. Skip them for the intuition; open them for the proof.
Follow the cross-links
Each part ends with links to its neighbours. Diffusion (P8) makes more sense after codecs (P9) which makes more sense after vocoders (P3).
These are teaching models
The in-browser networks are small, real implementations of the ideas — enough to hear the mechanism — not the billion-parameter production systems. The maths is the real thing.
Foundational reading
van den Oord, A. et al. (2016). WaveNet: A Generative Model for Raw Audio. arXiv:1609.03499.
Engel, J. et al. (2020). DDSP: Differentiable Digital Signal Processing. ICLR.
Kong, J., Kim, J., Bae, J. (2020). HiFi-GAN. NeurIPS.
Défossez, A. et al. (2022). High Fidelity Neural Audio Compression (EnCodec). arXiv:2210.13438.
Copet, J. et al. (2023). Simple and Controllable Music Generation (MusicGen). NeurIPS.
Kilgour, K. et al. (2019). Fréchet Audio Distance. Interspeech.