ExperimentMFC 6. Responses are sounds

In the example experiment, the stimuli were sounds, and the responses were categories whose labels appeared on buttons. Sometimes you want it the other way around.

An example is the /i/ prototype task: the top of the screen just says “Please choose the best ee”, and no stimulus sound is played. Instead, the participant can click repeatedly on an array of 40 buttons, each of which contains a different [i]-like sound. That is, if the participant clicks on a response button, an [i]-like sound is played, and every response button has its own sound.

Such a task can be regarded as reversing the task of the example experiment, in which the stimulus was a sound and the reponse was a phonological category. In the /i/ prototype task, the stimulus is a phonological category, and the response is a sound.

This is what the experiment file could look like:

    "ooTextFile"
    "ExperimentMFC 7"
    blankWhilePlaying? <no>
    stimuliAreSounds? <no> "" "" "" "" 0 0 0
    numberOfDifferentStimuli = 2
       "i" "Choose the best %%ee%."
       "I" "Choose the best %%i%."
    numberOfReplicationsPerStimulus = 1
    breakAfterEvery = 1
    randomize = <CyclicNonRandom>
    startText = "Click to start."
    runText = ""
    pauseText = "You can have a short break if you like. Click to proceed."
    endText = "The experiment has finished."
    maximumNumberOfReplays = 0
    replayButton = 0 0 0 0 "" ""
    okButton = 0.8 0.95 0.45 0.55 "OK" ""
    oopsButton = 0 0 0 0 "" ""
    responsesAreSounds? <yes>
    responseFileNameHead = "Sounds/"
    responseFileNameTail = ".wav"
    responseCarrierBefore = ""
    responseCarrierAfter = ""
    responseInitialSilenceDuration = 0.3
    responseMedialSilenceDuration = 0
    responseFinalSilenceDuration = 0
    numberOfDifferentResponses = 16
       0.2 0.3 0.7 0.8 "" 10 "" "i11"
       0.3 0.4 0.7 0.8 "" 10 "" "i12"
       0.4 0.5 0.7 0.8 "" 10 "" "i13"
       0.5 0.6 0.7 0.8 "" 10 "" "i14"
       0.2 0.3 0.6 0.7 "" 10 "" "i21"
       0.3 0.4 0.6 0.7 "" 10 "" "i22"
       0.4 0.5 0.6 0.7 "" 10 "" "i23"
       0.5 0.6 0.6 0.7 "" 10 "" "i24"
       0.2 0.3 0.5 0.6 "" 10 "" "i31"
       0.3 0.4 0.5 0.6 "" 10 "" "i32"
       0.4 0.5 0.5 0.6 "" 10 "" "i33"
       0.5 0.6 0.5 0.6 "" 10 "" "i34"
       0.2 0.3 0.4 0.5 "" 10 "" "i41"
       0.3 0.4 0.4 0.5 "" 10 "" "i42"
       0.4 0.5 0.4 0.5 "" 10 "" "i43"
       0.5 0.6 0.4 0.5 "" 10 "" "i44"
    numberOfGoodnessCategories = 5
       0.25 0.35 0.10 0.20 "1 (poor)" 24 ""
       0.35 0.45 0.10 0.20 "2" 24 ""
       0.45 0.55 0.10 0.20 "3" 24 ""
       0.55 0.65 0.10 0.20 "4" 24 ""
       0.65 0.75 0.10 0.20 "5 (good)" 24 ""

The participant will see 16 squares on the screen. First she will have to find the best /i/, then the best /ɪ/. The sound files “Sounds/i11.wav” and so on must exist and have the same sampling frequency. A silence of 0.3 seconds is played just before each response sound.

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