DEMON: Diffusion Engine for Musical Orchestrated Noise

Hugging Face Daily Papers Papers

Summary

DEMON presents a real-time diffusion engine that enables live musical performance by controlling the denoising process, achieving up to 12.3 decoder completions per second on a single RTX 5090. It introduces heterogeneous scheduling, shared mutable state, per-frame blending, and windowed VAE decode for responsive control.

We present DEMON, a real-time diffusion engine that makes the denoising process playable as a live musical instrument: a control surface both broad (many parameters shaped per-frame across the output) and responsive (each control taking effect as fast as its place in the denoising loop allows). Built on ACE-Step 1.5 and StreamDiffusion's ring-buffer architecture with TensorRT acceleration, it sustains up to 12.3 decoder completions per second for 60-second music on a single consumer GPU (RTX 5090), or 11.3 generations per second at our production ring-depth of 4. At these rates denoising parameters become viable as live performance controls, but the ring buffer propagates per-request changes only at its drain rate, a floor of S denoising steps. We contribute four mechanisms. (1) Per-slot heterogeneous denoise scheduling: each ring-buffer slot owns its timestep schedule, so a moving denoise slider is tracked without wiping the in-flight queue, where the upstream global-schedule design must rebuild and discard it. (2) Shared mutable per-step state, giving any parameter consulted at every solver step next-tick effect, bypassing ring-buffer drain. (3) Per-frame source blending: a sampling-time control on the standard SDE re-noise step, giving a framewise transformation-strength axis that complements scalar denoise scheduling. (4) Windowed VAE decode exploiting receptive-field analysis for an 8.0x decode speedup. Together these separate streaming-diffusion parameters into four propagation classes, by onset and convergence latency.
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Cached at: 06/01/26, 07:21 PM

Paper page - DEMON: Diffusion Engine for Musical Orchestrated Noise

Source: https://huggingface.co/papers/2605.28657

Abstract

DEMON enables real-time diffusion model control as a musical instrument through specialized scheduling, shared state management, and optimized decoding techniques.

We present DEMON, a real-timediffusion enginethat makes thedenoising processplayable as a live musical instrument: a control surface both broad (many parameters shaped per-frame across the output) and responsive (each control taking effect as fast as its place in thedenoising loopallows). Built onACE-Step 1.5andStreamDiffusion’sring-buffer architecturewithTensorRT acceleration, it sustains up to 12.3 decoder completions per second for 60-second music on a single consumer GPU (RTX 5090), or 11.3 generations per second at our production ring-depth of 4. At these ratesdenoising parametersbecome viable as live performance controls, but the ring buffer propagates per-request changes only at its drain rate, a floor of S denoising steps. We contribute four mechanisms. (1) Per-slotheterogeneous denoise scheduling: each ring-buffer slot owns its timestep schedule, so a moving denoise slider is tracked without wiping the in-flight queue, where the upstream global-schedule design must rebuild and discard it. (2)Shared mutable per-step state, giving any parameter consulted at every solver step next-tick effect, bypassing ring-buffer drain. (3)Per-frame source blending: a sampling-time control on the standard SDE re-noise step, giving a framewise transformation-strength axis that complements scalar denoise scheduling. (4) WindowedVAE decodeexploitingreceptive-field analysisfor an 8.0x decode speedup. Together these separate streaming-diffusion parameters into four propagation classes, by onset and convergence latency.

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