LiveFoley

Dynamic Real-Time Video-to-Audio Generation
for Immersive Interactive Worlds

Yusheng Dai1,3, Vladimir Iashin4, Kangdi Wang5, Yuxuan Jiang6, Ilpo Viertola4,
Weiqiang Wang1, Qiuhong Ke1, Min Zhao2,†, Jianfei Cai1

1Monash University 2Nanjing University 3ShengShu Technology
4Tampere University 5Alibaba Token Hub, Alibaba Group 6Tsinghua University

†Corresponding author

Overview

Interactive worlds such as games, AR/VR and 3D engines need sound that reacts to every action as frames are rendered. Recent audio-visual world models generate synchronized audio, but their audio is tied to their own video generators and cannot serve external sources such as game-engine renders or live camera feeds. Streaming video-to-audio (V2A) offers a source-agnostic alternative by generating sound directly from any live pixel stream. To be a usable sound engine, however, it must meet three demands at once: imperceptible latency, precise audio-visual alignment and high audio quality. Existing streaming V2A methods trade these off: shrinking the visual receptive field to cut latency degrades alignment, and denoising each audio patch in isolation limits quality.

We present LiveFoley, a plug-and-play sound engine for interactive worlds. For imperceptible latency, LiveFoley reaches an end-to-end latency of 156 ms on a single A800 GPU, below the human perceptual threshold. For precise alignment, a Trailing Sliding Window turns off-the-shelf segment-level encoders into streaming modules without retraining and matches offline models in temporal alignment (DeSync 0.48 vs. 0.47) at a 0.08 s frontend look-ahead. For audio quality, we widen the denoising window of the local diffusion head: History LocDiT, the default, adds past context at no latency cost, while the optional Future-Warmup LocDiT breaks an autoregressive deadlock to further improve quality at a 0.08 s backend look-ahead. In addition, a Unified Varhop Framework lets one model adapt its latency to the scene, and LiveFoley generalizes to AR/VR and game-engine footage with stable long-form generation.

Visual frontend

Trailing Sliding Window

Segment-level alignment at frame-level latency. Anchoring the window tail to the current frame turns off-the-shelf non-causal encoders (e.g., Synchformer) into streaming modules without retraining: look-ahead drops to one hop (0.08 s) while alignment stays on par with offline models (DeSync 0.48 vs. 0.47 for MMAudio-L).

Adaptive latency

Unified Varhop Framework

One model, several latency budgets. A Synchronizer aligns tokens from different hop sizes, so a single set of weights can switch between a small hop for shooter games and a large hop for free roaming. The unified model matches single-hop experts in alignment and cuts visual frontend compute by up to 4×.

Audio backend

History & Future-Warmup LocDiT

Widening the denoising window. History LocDiT adds past patches as context at no latency cost and is the default. Including the upcoming patch causes an autoregressive deadlock, since its condition depends on the current patch. The optional Future-Warmup LocDiT approximates this condition with the current hidden state and the next visual token, further improving quality at a 0.08 s backend look-ahead.

Method

How much delay can a listener tolerate? In our user study, a lag becomes noticeable at about 0.34 s for action sounds, 0.49 s for speech and 0.85 s for ambience during free roaming. Shrinking a chunked window to cut latency, however, sharply hurts alignment, whereas our trailing sliding window does not. Segment-level alignment at frame-level latency: anchoring the window tail to the current frame decouples the frontend look-ahead from the receptive field, so it drops to one hop without retraining the encoder. A Synchronizer lets one model switch among hop sizes. We widen the denoising window of LocDiT beyond a single patch. History LocDiT adds past patches as context at no latency cost and is the default. The optional Future-Warmup LocDiT brings the upcoming patch into the window by conditioning it on the current hidden state and the next visual token, further improving quality at a 0.08 s backend look-ahead.

User study of perceptual delay thresholds and empirical study of streaming visual frontends
Motivation
Chunked window vs trailing sliding window vs unified varhop
Visual frontend
Continuous AR backbone with Independent, History and Future-Warmup LocDiT
Audio backend

Results

Temporal alignment on par with offline models at a 0.08 s frontend look-ahead: DeSync 0.48 (LiveFoley-48k) vs. 0.47 for the offline MMAudio-L, far ahead of MMAudio (online) (0.71), V-AURA (0.69), WorldSonus (0.67) and SoundReactor (1.03). LiveFoley also has the best audio quality among streaming systems and the highest PQ of all systems (6.26). In a listening test on 16 clips, LiveFoley outperforms all online baselines (MMAudio (online) / V-AURA / WorldSonus) on both quality (MOS-Q 3.23 vs. 2.79 / 2.75 / 3.04) and alignment (MOS-A 3.58 vs. 3.15 / 3.02 / 2.96), and approaches the offline MMAudio-L in alignment (3.79). At hop size s = 1, LiveFoley reaches an end-to-end latency of 156 ms on a single A800 GPU, and the optional Future-Warmup LocDiT adds a further 0.08 s (an estimated 236 ms); both remain below the human perceptual threshold. All compute stages together take under 80 ms; the rest is the algorithmic wait for one hop of video.

Distribution matchingAudio qualityModality alignment
TypeMethodFrontend look-ahead (s)FDPANNs ↓FDPaSST ↓KLPANNs ↓IS ↑PQ ↑DeSync ↓IB ↑
OfflineFrieren8.0012.13123.752.7311.325.820.860.21
AudioX10.0012.73121.822.9613.346.171.220.24
MMAudio-L8.008.4874.162.1811.626.180.470.31
OnlineMMAudio (online)0.649.82175.922.1110.115.930.710.29
V-AURA0.6416.43245.252.2810.825.740.690.28
SoundReactor†0.08–113.002.37––1.030.24
WorldSonus0.1016.32197.682.548.736.110.670.26
LiveFoley-16k0.089.5692.482.2411.306.140.500.29
LiveFoley-48k0.089.92128.342.3011.426.260.480.29
Objective metrics
Mean opinion scores for quality and alignment
Listening test

Where the 156 ms go

End-to-end latency with History LocDiT at hop s = 1 (0.08 s frontend look-ahead), in ms.

Frontend look-ahead
80
Visual frontend
18
LM step
17
LocDiT denoise
25
Causal VAE decode
8
Pipeline overhead
8
End-to-end latency156 ms
Latency

Real-time Generation Demos

Please turn the sound on. Unless noted, all audio below is generated in streaming mode by LiveFoley-48k (48 kHz stereo): one autoregressive step per 0.08 s of video, with no access to future frames beyond the look-ahead. Clips tagged + text also receive a one-sentence text prompt (the optional text conditioning described in the paper). To let you hear the real latency, the audio of every clip is deliberately delayed by 0.25 s. This exceeds the end-to-end latency of our streaming pipeline on one A800 (156 ms by default; an estimated 236 ms with the optional Future-Warmup LocDiT), so the sound arrives no earlier than it would in a live setting and you can judge for yourself whether the lag is noticeable.

Comparison with Baselines

The 16 clips from our listening test. Each card plays one silent video; click a system to hear its audio from the start, and click again to pause. Every system receives the same video as its only input; outputs are trimmed to 8 s and loudness-normalized to −23 LUFS. Offline models see the whole clip before generating; online (streaming) models generate while the video arrives.