Contents - Index


Appendix 19:  Sound Controls

 

This appendix describes the kinds of sound controls EEGer allows with the EEGer Game Set games.  Third party games in general do NOT support these modes, which are set during the Game Initialization or tailoring phases.

 

There are three categories of sounds: discrete rewards, strand-related sounds, and special.

 

Discrete reward sounds are generated whenever the therapist computer issues a "reward" command.  These sounds are intended to be short (shorter than the reward interval!) and indicate a successful "state" to the client.  The games have two reward sound possibilities:  "Reward" and "Success".  The "Success" sound is only used for those games that have some success criteria associated (completing a maze, filling a picture, reaching the end of the jumpbox display).  Discrete reward sounds have controls for which channels the sound is played through.  Normally BOTH is the selection.  It is possible to select either LEFT or RIGHT also.  The ALTERNATE selection alternates between LEFT and RIGHT for the number of seconds specified as the limit, then defaults to BOTH.  Again, the reward sound is only generated when triggered by the therapist computer.  Certain games respond to spike-triggered sounds as specified in the tailoring files.

 

Strand-related sounds are associated with particular processing bands and generally relate to amplitudes, ratios, etc., of the data in those bands.  There are six separate sound possibilities defined although you can only use as many sounds as are driven by the therapist computer (which in turn is controlled by the current layout).  All six sound options work identically (using the individual options, of course).  It is possible to select BOTH, LEFT, or RIGHT channel for the sound output.  The mode of operation for the sound is one of the following:

 

The clinician must select which game strand drives each sound.  Each layout and feedback mode has a discrete mapping of stream/trace to strand.  The tables are as follows:

 

 

 

Layout: 5

Trace Strand

2 0

3 1 or 2

4 3

   

Layout:  6,inhibit

Trace Strand

2 0

3 4

4 1 or 2

5 3

 

Layout:  6,reward

Trace Strand

2 0

3 1 or 2

4 5 or 6

5 3

 

Layout:  8

Trace Strand

2 0

3 1 or 2

4 3

5 4

6 5 or 6

7 7

 

 

 

Special sounds are those unrelated to specific strands.  The only category of these are those sounds controlled by the overall reward %.  A separate tailored value is the RWVALUES variable with contains 6 (comma-delineated) percentage values.  Modes used with these settings are :