This work introduces the Open Screen Soundtrack Library version 2 (OSSL-v2), a self-hosted corpus of 34,343 video clips totaling 246.4 hours, sourced from public-domain films, and uses this film-domain corpus to study dialogue as a conditioning signal for video-to-music generation, motivated by the close temporal coupling between film music and on-screen speech.
Abstract
Video-to-music generation has drawn growing interest for its role in conveying the emotion of visual media, including film. Progress in the field, however, is hampered by a reproducibility gap: models are often trained on crawled corpora referenced through YouTube URLs that may be deleted, with the underlying data often difficult and time-consuming to retrieve. To address this, we introduce the Open Screen Soundtrack Library version 2 (OSSL-v2), a self-hosted corpus of 34,343 video clips totaling 246.4 hours, sourced from public-domain films. Unlike crawled corpora, OSSL-v2 is reproducible (i.e., not subject to link rot) and copyright-conscious, yet still large enough to train functional video-to-music models. We then use this film-domain corpus to study dialogue as a conditioning signal for video-to-music generation, motivated by the close temporal coupling between film music and on-screen speech. Specifically, we augment existing models'video cross-attention with a time axis and modulate it frame-by-frame with the dialogue track. Evaluated on both public-domain and commercial films, our approach shows improvement over the state-of-the-art baselines. The dataset is available at https://huggingface.co/datasets/McAuley-Lab/OSSL-v2.
Live game commentary is scarce: it exists for professional esports broadcasts and almost nowhere else. We present a content-based video narration system that produces spoken, esports-style commentary for arbitrary gameplay recordings using a general-purpose vision-language model (VLM) and a text-to-speech back end, wit...
Video-to-music models have advanced considerably in the last few years, particularly in film and music video applications. In this paper, we investigate this problem in the video game domain, which introduces new challenges for these models: video frames are rendered graphics, music is mostly synthetic audio, and sound...
WanPE formulates shot-level cinematic plans via video-grounded reverse construction and employs Semantic-Consistency GRPO (SC-GRPO) to faithfully preserve user requirements across shots and over time, leading all evaluated commercial offerings at 5-15 seconds and remains competitive with Seedance 2.5 at 30 seconds.
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Generating personalized dance videos from a reference image, text prompt, and audio track requires music-conditioned body motion. Singing-and-dancing adds a second requirement: the visible subject must also articulate the vocals. Existing music-conditioned methods focus primarily on choreography, while speech-driven mo...
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Video-to-speech synthesis aims to generate natural-sounding speech from silent talking-face videos while ensuring phonetic accuracy. A fundamental challenge in this task is the inherent one-to-many mapping problem, where visual dynamics often lack sufficient information to uniquely determine the corresponding utterance...
Transcribing piano performances into editable notation remains difficult without dedicated symbolic instruments, controlled recording setups, or substantial manual correction. This paper presents an early prototype for transforming piano performance videos captured from a keyboard-oriented viewpoint into draft MusicXML...
Silvia Di Giulio, Luigi Troiano, G. Tortora· Companion Publication of the...· 0 citations
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