WorldSonus: Bringing Sound to Worlds
Pengjun Fang, Jingyi Fa, Kam Man Wu, Jiaming Wang, Haoyuan Huang, Yaguang Wu, Xiangjun Huang, Ziyang Ma and 4 others
The Hong Kong University of Science and Technology · Noiz AI · MetaX · Shanghai Jiao Tong University
Published October 6, 2026 · on the feed October 8, 2026 · ▲ 35 · arXiv 2610.08760
The abstract
Recent advances in world models have enabled increasingly realistic visual synthesis. However, these generated environments remain largely silent. Bringing sound to world models poses three core challenges: real-time generation to keep pace with interactive video streams, interactive control to respond to mid-stream sound instructions, and spatially aligned stereo to reflect scene geometry and camera motion. To address these demands, we introduce WorldSonus, an interactive video-to-audio framework designed for real-time spatial sound synthesis in world models. For real-time generation, WorldSonus employs a streaming causal autoregressive diffusion architecture that synthesizes audio chunks at a low real-time factor (RTF) of 0.41. For interactive control, we incorporate an audio-centric captioning pipeline with chunk-indexed prompt scheduling, enabling dynamic manipulation of sound events during generation. For spatial alignment, we leverage high-quality stereo supervision curated from diverse stereo and ambisonic data. Extensive experiments demonstrate that while tailored for world models, WorldSonus generalizes effectively to open-domain video-to-audio benchmarks, matching or outperforming state-of-the-art bidirectional models in both acoustic quality and spatial alignment. Project page: https://noizai.github.io/WorldSonus/
The Brief
2:10A short podcast summary of the paper. Written and voiced by AI.
Transcript
WorldSonus. Bringing Sound to Worlds. By Pengjun Fang and eleven others, from the Hong Kong University of Science and Technology, Noiz AI, and two other institutions. Published on the sixth of October.
World models now produce increasingly realistic visuals, but the environments they generate are largely silent. Adding sound is harder than attaching an audio track afterwards, because three demands arrive together. Generation has to be real-time, to keep pace with an interactive video stream. It has to be controllable mid-stream, responding to sound instructions as they come. And it has to be spatially aligned stereo, reflecting the geometry of the scene and the motion of the camera. Each of these pulls against the others. A system fast enough to keep up has little room to wait, a system that takes instructions has to change course partway through, and a system that places sound in space has to follow a camera that never stops moving.
WorldSonus is an interactive video-to-audio framework built for real-time spatial sound synthesis inside world models. The word interactive matters: the audio is not composed once for a finished clip, but produced alongside a stream that is still unfolding and can still be redirected. Its design answers the three demands one at a time, with a specific component for each.
For speed, it uses a streaming causal autoregressive diffusion architecture, producing audio in chunks at a low real-time factor of zero point four one. A factor below one means each chunk of sound takes less time to make than it takes to play. For control, it adds an audio-centric captioning pipeline with prompt scheduling indexed by chunk, so sound events can be manipulated dynamically while generation is under way. For spatial alignment, it trains on high-quality stereo supervision curated from diverse stereo and ambisonic data.
Although it is tailored to world models, extensive experiments show WorldSonus generalising to open-domain video-to-audio benchmarks. There it matches or outperforms state-of-the-art bidirectional models, both in acoustic quality and in spatial alignment.
That comparison is the telling one. A streaming, causal system gives up the ability to look ahead that a bidirectional model enjoys, and the reported result is that it holds its ground anyway, while also listening for instructions and placing sound in space.
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