Yifan Hu, Shuwei He, Rui Liu +1cs.HC cs.CL eess.AS
Conversational Speech Synthesis is a fundamental component of human-computer interaction, aiming to generate contextually appropriate, expressive, and empathetic speech. However, facial expressions encode subtle and rich affective cues that are crucial for empathetic speech interaction, whereas existing approaches often overlook this important modality. In addition, the lack of large-scale natural conversational datasets with both speech and visual modalities also limits the development of visual affect understanding in conversational settings.To address these limitations, we propose FacialTalker, a facial-expression-aware CSS framework built upon a large language model backbone. To efficiently encode facial expressions, we propose AUTokenizer, a single-codebook visual tokenizer that discretizes each frame-level facial expression into a compact token, trained with supervision from combinations of facial Action Units. We further introduce a dual direct preference optimization (DualDPO) strategy, which extends the DPO by jointly imposing preference constraints on both visual and speech token sequences, to enhance the model's understanding of facial expressions and speech semantics in multimodal conversational contexts. Moreover, we construct VSDD-1K, a large-scale multimodal dialogue dataset collected through a fully automated pipeline from real-world Internet conversations, comprising over 1,033 hours of synchronized speaker videos and speech, with more than 85\% of frames containing valid faces. Extensive objective and subjective experiments demonstrate that FacialTalker consistently outperforms strong baselines in facial-expression perception and speech synthesis quality, generating speech that is more natural, expressive, and better aligned with the conversational context. The results also validate the effectiveness of our training strategy and dataset construction pipeline.
We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: https://youtu.be/pmrRUlvav8M.
Empathetic spoken dialogue systems require not only semantically appropriate responses but also emotionally aligned prosodic expression. However, cascade pipelines often discard acoustic cues during speech-to-text conversion, while end-to-end speech models lack interpretable control over emotion and knowledge integration. To address these challenges, we propose PRISM, a multi-agent framework for empathetic spoken dialogue that decouples speech perception, response generation, and speech synthesis into coordinated components. PRISM introduces a prosody-to-language translation mechanism to stabilize large language model reasoning and enables on-demand invocation of external knowledge tools for empathetic dialogue generation. Experimental results demonstrate that PRISM achieves consistent improvements in empathy, prosodic appropriateness, and text response generation quality across objective and subjective metrics. Our code is available at: https://github.com/Bxzfrm/PRISM.