User's Guide To Voice Messaging
Overview
This chapter discusses the concepts of the System Editor that you use to build and maintain your Voice Messaging program. You will become familiar with the various objects used as the building blocks of your own system. For each type of object, we explain how it works and how you use the editor to create, configure and manipulate that object. Specifically, this chapter explains to you:
Terms
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Clipboard |
A special storage area in Windows that temporarily stores cut or copied information, such as text or speech files. |
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Control |
A graphic representation on a box that you use to perform a function or feature. A control may be a field, check box, or button. |
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Default |
Any preset or preselected item, control, or field. Most commonly, the default setting of a control is the normal or recommended setting. |
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Menu Bar |
This contains a list of menu headings. Clicking on a menu heading displays the menu corresponding to the selected menu heading. The menu options relate to the menu heading they fall under. |
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Object ID Number |
A number used to identify tree objects in the tree. The ID number of an object is the sum of all touch tones a caller would press to get to that object from the Initial Prompt. |
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Tool Button Ribbon |
This is a vertical display of buttons that allow you to edit and modify the tree. These buttons correspond to menu commands located under the menu headings on the tool bar. |
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Tree Objects |
These are the components you use to make your system. There are three types of tree objects you can use: Prompts, Announcements, and Control points. These three objects allow you to design your entire Voice Messaging system. |
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Work Area |
This portion of the program window displays the existing tree structure for your Voice Messaging system. |
When we say 'Tree', we're referring to the structure of your Voice Messaging program as it appears in the work area. Think of your system tree as a family tree -- a family tree has branches, and so does the system tree of your Voice Messaging program. Keeping with this visualization, you can see that this matriarchal family tree has mothers, grandmothers, great grandmothers, daughters, grand-daughters, nieces, and so on. Figure 14 illustrates this comparison of the family tree to the system tree:

Figure 14 - The Family tree and the system tree
As with any family tree, all of the children spring from their ancestors. These children have children, and the tree begins to branch and grow.
To carry the family tree analogy a step further, a family tree has a main ancestor from which branches of relatives grow. From those branches, other branches grow, and branches grow from those branches, and so on. The Voice Messaging system works the same way. Knowing this, let's look at the Voice Messaging tree again:

Figure 15 - The Voice Messaging system tree
You can see why the structure is called a tree. All ECS Phone programs share this structure. This tree structure then is a representation of how a caller would use touch-tones to move around the system.
For Example: Suppose a caller calls into your Voice Messaging system. The first thing they hear is the welcome speech on the System Greeting object. They then hear the first menu on the Initial Prompt (named Main Menu). At this point, the caller has four choices: They can press the "1" key to hear the church news, "2" to listen to the Restaurants' Announcements, "3" to listen to the Social Calendar, and "99" to exit the system. Figure 16 shows the caller's progress in the tree so far:

Figure 16 - The caller's progress in the tree
The Initial Prompt is a type of Prompt, and a Prompt waits for a touch tone before it does anything.
The caller decides they want to listen to the Church News, so they press 1. This moves them to the "Church News" prompt, as shown in Figure 17:

Figure 17 - The caller moves to the Community Events Prompt
At this point, the caller listens to the activated auto-menu on the "Church News" Prompt. This auto-menu gives the caller the option to press "1" to hear the news from First Baptist Church, "2" for the news from St. Marks Catholic Church, or "3" to hear the news from Temple Israel.
The caller presses the 3 key on their phone, and the caller moves to the news from Temple Israel. The Announcement plays its speech to the caller. Figure 18 shows the caller's progress thus far:

Figure 18 - The caller on the "Temple Israel" Announcement
When the Announcement finishes playing, it returns to its parent Prompt (this is the default setting for the Goto control on the Announcement).
While the caller is listening to the auto-menu again, they press the * (star) key on their phone. This special key allows the caller to back up to the parent Prompt of the current Prompt. In this case, the caller jumps from the "Church News" Prompt to the Initial Prompt (menu). Figure 19 illustrates this jump:

Figure 19 - The Jump back via the * key
Listening to the Initial Prompt's auto-menu, the caller then presses the 2 key, so they can hear the Restaurants' Announcements, as shown in Figure 20:

Figure 20 - The caller at the "Restaurants" Prompt
This Prompt gives the caller three options. The first is the El Jarro Mexican Cafe, the second is the Papa Leone's, and the third is the China Wall. The caller presses 2, to hear the "Papa Leone's" Announcement. Figure 21 shows this progression:

Figure 21 - The caller at the "Papa Leone's" Announcement
Now the caller isn't quite sure they heard the announcement correctly, so they press the # (pound) key. This special key plays the current message again. The caller hears the same Announcement again, and then returns to the parent Prompt (via the default Goto setting on the Announcement).
At the "Restaurants" Prompt, the caller presses * to return to the Initial Prompt. When they hear the auto-menu, they press 99, to exit the system. The Exit System Control point is configured so that it hangs up when the caller reaches it. The system hangs up, and the call ends. Figure 22 shows these final movements in the tree:

Figure 22 - The caller's last movements in the system
The reason for the Control Point having a two-digit ID is so the caller won't accidentally exit the system. Although the caller could simply hang up, this Control point gives them a definite leaving point.
There are two permanent tree objects that act as originating ancestors for the system tree, and three objects that you can use to create 'branches' in the Voice Messaging system tree. We'll discuss the purpose of each of these elements, and how they work in the system tree.
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System Greeting - This object appears in the tree in the upper left corner of the Work area (it's that small blue rectangle with an "S" on it). This is the first object in the tree that callers reach when they call into the system. The System Greeting usually contains a speech that welcomes the caller to the system. This is a permanent object in the tree. |
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Initial Prompt (menu) - This tree object appears as a small red folder, located directly under the System Greeting. Normally, you record instructions for callers using the system, onto this object, as well as a menu of options. This tree object is also a permanent object in the tree. |
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Prompt - This object allows you to do a number of things, but its basic purpose is to prompt the caller for a touch-tone response. A Prompt commonly acts as a menu for its children (i.e. branches coming from this Prompt branch). A Prompt appears as a small green folder. |
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Announcement - This tree object's basic purpose is to play an announcement speech when the caller reaches the Announcement. The Announcement object appears as a small yellow rectangle with an "A" on it. |
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Control Point - A Control Point appears as a small pink rectangle with a "C" on it. Control Points allow you to perform special functions. Its primary function is to 'chain' to another ECS Phone program. This means that you can access part of another program through the Voice Messaging system tree. |
Now that you've been introduced to the tree objects, you now know their purpose. This section now builds upon the previous discussions by stating the rules and details of each object and its controls. This section also relates each of these objects to the example system tree we shipped to you.
The System Greeting
As stated previously, the System Greeting is the first thing the caller hears when they call into the system. Think of it as a sort of welcome mat at the front door of your system.
The Details
Figure 23 shows how the System Greeting box appears:

Figure 23 - The System Greeting box
The parts and purpose of the System Greeting box are as follows:
Next Prompt - This field allows you to enter the 'address' (object ID) of the next tree object you wish to activate. Normally, this is set to "01", which is the address of the Initial Prompt object (this is the default setting). This means that after this object finishes its task (this includes playing a recorded speech), it goes then to the Initial Prompt tree object. This field is 'number specific', which means that you can only enter numbers into this field.
Ring Count Before Answering - This field allows you to set the number of times your phone rings before answering and starting your Voice Messaging system. This field is 'number specific', which means that you can only enter numbers into this field.
Enable Speech - Clicking on this check box allows you to enable or disable the speech associated with this object. If an X appears in the box, the speech is 'enabled', meaning that it plays to a caller. If the box is left blank the speech is 'disabled', meaning that no message plays to a caller. When you disable a speech, the Play and Record buttons turn a sort of gray color. This signifies that the speech is disabled, and therefore may not be played or recorded. Also, you may not change the script of a disabled speech.
System Greeting Script - You use this field as part of the speech recording procedure. This field, when activated, allows you to enter as much text as you wish. This text acts as a 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. We'll talk more about recording speech later.
Play button - Clicking on this button allows you to play the speech associated with the object, if the object has a speech recorded for it. This is useful if you want to hear a speech recorded for this object.
Record button - This button allows you to begin recording speech for a tree object. We'll talk more about recording speech later.
OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.
Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse to a control on the box and receive information pertaining to the function or purpose of that control.
In The Example System Tree
Looking at the System Greeting box in the example system tree, we can see that the current setup answers the phone after the second ring, plays the greeting speech, then goes to the Initial Prompt.
Initial Prompt (menu)
Our discussion of the System Greeting now takes us to the Initial Prompt object. This object, like the System Greeting, is a permanent tree object. Figure 24 shows the Initial Prompt box so you can take a closer look:

Figure 24 - The Initial Prompt box
The Details
Description - This field contains the information that describes the function of the object (i.e., the object's name). This text also appears in the system tree, to the right of the object.
Enable Auto-Menu - This check box controls whether or not the Initial Prompt reads a list of options. This list is composed of the recorded ID speeches for each object on this branch of the tree (i.e., a direct child of this parent Prompt) . If an X appears in the box, then the auto-menu is enabled and works normally. If the check box is empty, then the auto-menu is disabled (and thus, doesn't play an auto-menu). The Auto Menu function saves you the trouble of recording a menu as a speech. Also, the auto-menu changes automatically to reflect changes in the tree structure.
No TT Jump - This field allows you to handle callers who call into your Voice Messaging system using a non-touch tone (rotary) phone. They may not use the system to its full extent, so this option allows them to get at least something out of your system.
Enable Speech - Clicking on this check box allows you to enable or disable the speech associated with this object. If an X appears in the box, the speech is 'enabled', meaning that it plays to a caller. If the box is left blank the speech is 'disabled', meaning that no message plays to a caller. When you disable a speech, the Play and Record buttons turn a sort of gray color. This signifies that the speech is disabled, and therefore may not be played or recorded.
Prompt Script - You use this field as part of the speech recording procedure. When the Enable Speech check box contains an X, this field allows you to enter as much text as you wish. This text acts as a 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. We'll talk more about recording speech later.
Play button - Clicking on this button allows you to play the speech associated with the object, if the object has a speech recorded for it. This is useful if you want to hear a speech recorded for this object.
Record button - This button allows you to begin recording speech for a tree object. We'll talk more about recording speech later.
OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.
Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
In the Example System Tree
Looking at the Initial Prompt information, you may deduce the purpose of this tree object: When the caller reaches this tree object, they hear the instructional speech recorded for this object (the script for this speech appears in the Prompt Script field). They then hear the auto-menu, which plays a menu of the messages they may listen to. The auto-menu also tells the caller which numbers to press on their phones to access these messages.
Currently the No TT Jump field contains a "3100". This is the ID number for the "Social Calendar -- Singer Museum" Announcement. This means that a non-touch tone caller can at least hear the announcement of upcoming events at the Singer Museum. The ID number of an object is the sum of all of the touch tones you would press to get to the object from the Initial prompt.
At this point, the touch-tone caller could branch to one of four places. The auto-menu on the Initial Prompt gave the caller the following choices:
"Church News, 1; Restaurants, 2; Social Calendar, 3; Hang up and leave the system, 99."
Prompts
A Prompt's primary job is to wait for a touch-tone, then go to the object that corresponds to that touch-tone. Figure 25 shows how the Prompt box appears:

Figure 25 - The Prompt box
The Details
Description - This field contains the information that describes the function of the object (i.e., the object's name). This text also appears in the system tree, to the right of the object.
Enable Auto-Menu - This check box controls whether or not the Prompt reads a list of options. This list of choices is composed of the recorded ID speeches for each object on this branch of the tree (i.e., a direct child of this parent Prompt) . If an X appears in the box, then the auto-menu is enabled and works normally. If the check box is empty, then the auto-menu is disabled (and thus, doesn't play an auto-menu). The Auto Menu function saves you the trouble of recording a menu as a speech. Also, the auto-menu changes automatically to reflect changes in the tree structure.
Play ID button - This button allows you to play the ID speech for the Prompt. Playing is discussed in the section entitled "The Play Box".
Record ID button - This button allows you to record the ID speech for the Prompt. The system uses this speech so that this object can be identified on a parent's auto-menu. Recording is discussed in the section entitled "The Record Box".
Enable Speech - Clicking on this check box allows you to enable or disable the speech associated with this object. If an X appears in the box, the speech is 'enabled', meaning that it plays to a caller. If the box is left blank the speech is 'disabled', meaning that no message plays to a caller. When you disable a speech, the Play and Record buttons turn a sort of gray color. This signifies that the speech is disabled, and therefore may not be played or recorded.
Prompt Script - You use this field as part of the speech recording procedure. When the Enable Speech check box contains an X, this field allows you to enter as much text as you wish. This text acts as a 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. We'll talk more about recording speech later.
Play button - Clicking on this button allows you to play the speech associated with the object, if the object has a speech recorded for it. This is useful if you want to hear a speech recorded for this object.
Record button - This button allows you to begin recording speech for a tree object. We'll talk more about recording speech later.
OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.
Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
In the Example Tree
There are three separate Prompts in the example system tree: The "Church News" Prompt, the "Restaurants" Prompt, and the "Social Calendar" Prompt.
"Restaurants" Prompt
The caller reaches this Prompt by pressing the 2 key at the Initial Prompt. The "Restaurants" Prompt box appears as shown in Figure 26:

Figure 26 - The "Restaurants" Prompt box
You may notice that the Auto-Menu feature is enabled. This is to make updating the Announcements easier for you. Instead of recording a new speech each time Announcements change, the "auto-menu" control makes a menu using the ID speeches of the Announcements. Also, notice the script for the Main speech that plays before the auto-menu. This gives the caller some idea of what they need to do to use the system.
When the caller reaches this Prompt, they hear an introduction to the "Restaurants" auto-menu. Then the menu of Restaurants plays, including the numbers to press to hear a specific Announcement. The caller can go to one of the three Announcements under this Prompt. They are the "El Jarro Mexican Cafe" Announcement, the "Papa Leone's" Announcement, and the "China Wall" Announcement.
Announcements
Let's view the details of an Announcement box:

Figure 27 - The Announcement box
The main purpose of the Announcement tree object is to play an informative message.
The Details
Description - This field contains the information that describes the function of the object (i.e., the object's name). This text also appears in the system tree, to the right of the object.
Play ID button - This button allows you to play the ID speech for the Announcement. Playing is discussed in the section entitled "The Play Box".
Record ID button - This button allows you to record the ID speech for the Announcement. The system uses this speech so that this object can be identified on a parent's auto-menu. Recording is discussed in the section entitled "The Record Box".
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You can select either the Goto option or the Hang-up Phone option, but never both. If you select one option, the black dot appears in the corresponding circle. At the same time, the black dot in the other circle disappears, thereby unselecting the corresponding option. |
Hang-up Phone - This option, when selected, tells the program to hang up the phone after completing this Announcement's tasks. |
Include in TT Directory - The Include in TT Directory check box is an advanced feature, and is more commonly used in the other ECS Phone programs. For more information on this setting, refer to "Chapter 8: Advanced Functions And Features".
Announcement Script - You use this field as part of the speech recording procedure. This field allows you to enter as much text as you wish. This text acts as a 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. We'll talk more about recording speech later.
Play button - Clicking on this button allows you to play the speech associated with the object, if the object has a speech recorded for it. This is useful if you want to hear a speech recorded for this object.
Record button - This button allows you to begin recording speech for a tree object. We'll talk more about recording speech later.
OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.
Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
In the Example Tree
There are nine Announcements in the example system tree, and they are divided into three groups. The first three Announcements, are "Church News" Announcements, meaning that they are the children of the "Church News" Prompt. The next three are children of the "Restaurants" Prompt. The last three are the children of the "Social Calendar" Prompt.
"Restaurants" Announcements
Figure 28 shows the Announcements that branch from the "Restaurants" Prompt, and their parent Prompt:

Figure 28 - The "Restaurants" Announcements
Since each of these Announcements are very similar (only the Descriptions, Scripts, and speeches are different), Figure 29 below shows the first one, the "El Jarro Mexican Cafe" Announcement.

Figure 29 - The "El Jarro Mexican Cafe" Announcement
This is about as standard as Announcements get. As you can see, this Announcement plays a speech concerning a town meeting, then returns to its parent Prompt (via the Goto *).
All of the other Announcements are configured identically to this one. Only their speeches, names, and locations are different.
Control Points
The purpose of the Control Point is to control the flow of events in the system tree. Not only does a Control Point allow you to go to another part of the tree, it also allows you to go to another ECS Phone program. Figure 30 shows the Control Point box:

Figure 30 - The Control Point box
The Details
Description - This field contains the information that describes the function of the object (i.e., the object's name). This text also appears in the system tree, to the right of the object.
Play ID button - This button allows you to play the ID speech for the Control Point. Playing is discussed in the section entitled "The Play Box".
Record ID button - This button allows you to record the ID speech for the Control Point. The system uses this speech so that this object can be identified on a parent's auto-menu. Recording is discussed in the section entitled "The Record Box".
Chain To - This control that allows you to 'chain' the Voice Messaging program to another ECS Phone program. 'Chaining' is simply linking one ECS Phone program to another, to utilize the special properties of another program. This comes in handy when you want to include a function in Voice Messaging that appears in another ECS Phone program. Chaining is an advanced feature of the ECS Phone programs, and is discussed in the "Advanced Functions And Features" section in this manual.
Goto (For Chaining) - This field relates to the Chain To field. This field allows you to enter the ID number of an object in the program you chain to, so that the caller goes right to this object.
List Touch Tone Directory - This is an advanced option that is more commonly used in other ECS Phone programs. If you decide to use this option, though, refer to the "Advanced Functions And Features" section.
No Control Function - This option allows you to avoid selecting a control function, meaning the Chain To or List Touch Tone Directory controls.
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You can select either the Goto option or the Hang-up Phone option, but never both. |
Goto - The Goto option allows you to go to another part of the tree. Normally, the Goto option is selected (as indicated by the small black dot in the circle), and the field beside the Goto contains "*". The star (asterisk) always sends the caller back to this Advertisement's parent Prompt. By activating the Goto option and entering a tree object's ID number (which is like its 'address' in the tree), the caller then goes to that object when this object finishes.
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Transfer Caller To - This option, when selected, transfers the caller to another number. Then the application hangs up, leaving the caller is connected to the new number. The application will then answer the next incoming call.
This option will only work if the phone line that you are running your program on supports conference calling. For more information about using this control, see "Chapter 8: Advanced Functions and Features."
OK button - This button confirms the settings on the object. If you made any changes, the changes save and you return to the tree view.
Cancel button - This button allows you to avoid saving any changes and return to the tree view. You use this button when you've made some changes that you decide not to keep, and you want the tree object to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
In the Example Tree
The caller accesses the Exit System Control Point by pressing the 99 on their phone. Take a closer look at the Exit System Control Point:

Figure 31 - The Exit System Control Point
The first thing you should notice is that this Control Point has "99" as its ID number. The reason for this is so the caller won't accidentally exit the system by pressing a single touch tone.
The only activated control on this object it the Hang-up Phone control. When the caller reaches this tree object, the system hangs up the phone.
The purpose of the Exit System Control Point is to give the caller a place to hang up (knowing it's safe to do so at an option called Exit System). You could make a system without a hang up point, but the caller might feel funny about just hanging up. The Exit System Control Point just makes hanging up a more comfortable procedure for the caller. If you decide not to provide your callers with a place to hang up, make sure at least tell them something like "You can hang up at any time during this call to exit this service". A message like this would best be placed with the system instructions (like those found on the Initial Prompt).
Another reason for including a hang up Control Point is for using the Chain To function in the Combination Application. This hang up point allows the system to 'unchain' from the current application, and return to the Combination Application. The Combination Application is discussed in more detail in the User's Guide to Business Manager manual.
A tree object's ID number allows you to locate that object when you remotely access your system. Also, ID's allow you to know where an object is in the system tree.
If you look at your system tree, you'll notice that each object in the tree has a picture, number, and description associated with it. The number is the relative location of the object.
If you double click a tree object to view the detailed information box, you'll notice that in some cases the ID number for that tree object is different. This is because the ID Number is an absolute reference number for that object.
To illustrate this idea of relative and absolute ID's, let's look at the example tree in Figure 32:

Figure 32 - Announcement ID for "Papa Leone's" Announcement
Looking at the "Papa Leone's" Announcement, we see that its relative number is "101". This means that it has this ID relative to its Announcement group.
Looking at the Detail box for this Announcement, you see:

As you can see, the Announcement ID is "2101". This is the absolute Reference Number for this tree object. No other tree object may use this number (the program simply won't allow it). Due to the ID's uniqueness, it is this number that you use as a Reference Number when using the remote access part of the Voice Messaging System Editor.
The maximum length of any object's ID is ten digits. If you feel the need for more, then your tree structure is too complex.
Also, consider that there is no rule that says an object's relative ID can only be a single digit. If this were the case, then you could only have ten objects at any level (1, 2, 3, 4, 5, 6, 7, 8, 9, 0). This would limit an Announcement group to ten announcements. In some cases, this is a good thing; a lengthy menu of items may wear on the caller and most callers can only handle four to five options on a menu.
The Script Editor is a large field that appears at the bottom of Prompt and Announcement boxes, as well as the Initial Prompt box. You use this field as part of the speech recording procedure. This field allows you to enter as much text as you wish. This text becomes the 'script' for the speech when you record. This eliminates the need for a bunch of hand-written speech notes cluttering your desk. Figure 33 shows an example of the Script Editor:
Figure 33 - The Script Editor
The white area of the box accepts text, as long as the Enable Speech option is active (i.e., the check box contains an X). The scroll bar along the right side of the text field allows you to move up and down through the text.
When you move the mouse pointer into the Script Editor field, the mouse pointer changes from an arrow to a script editing cursor. Figure 34 Shows this change:
Figure 34 - Mouse pointer change in the Script Editor
When you click anywhere in this field, a cursor appears. You can use the mouse to place the cursor where you want in a body of text.
The following is a list of keys you can use to perform certain movement and editing functions in the Script Editor:
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Key or Key Combination |
Effect or Function |
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Up Arrow |
Moves the cursor up through the text, one line at a time. |
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Down Arrow |
Moves the cursor down through the text, one line at a time. |
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Right Arrow |
Moves the cursor to the right, one character at a time. |
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Left Arrow |
Moves the cursor to the left, one character at a time. |
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PgUp |
Moves the cursor up one page (screen section). |
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PgDn |
Moves the cursor down one page (screen section). |
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Home |
Moves the cursor to the beginning of the current line. |
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End |
Moves the cursor to the end of the line. |
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Delete |
Deletes the characters to the right of the cursor, one character at a time. |
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backspace |
Deletes the characters to the left of the cursor, one character at a time. |
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Ctrl+Home |
Moves the cursor to the absolute beginning of the text. |
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Ctrl+End |
Moves the cursor to the absolute end of the text. |
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Ctrl+ C |
Copies the selected (highlighted) text to the Clipboard. |
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Ctrl+ X |
Cuts the selected (highlighted) text from the Script Editor to the Clipboard. |
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Ctrl+ V |
Pastes the text in the Clipboard to the cursor's current location in the text. |
You use the Script Editor any time that you can record a speech (other than the ID speech).
The Record box is the box that appears when you click the Record button or the Record ID button on a Prompt box or Announcement box. You also see the Record box if you click the Record button on the Initial Prompt box, or the Record ID button on a Control Point box. You use this box to record the descriptions and speeches for your tree objects. Figure 35 shows how the Record box appears in the program:

Figure 35 - The Record box
The fields and controls on the Record box are as follows:
Auto Prompting - Enabling this feature allows the text to automatically scroll up through the Script Prompter.
Lines/Sec (for Auto Prompting) - This option allows you to adjust how fast the Auto Prompting scrolls through the text in the Script Prompter. This is represented by lines of text per second. The default setting for this field is "0.40" lines per second.
Speech Position - This display indicates how much of the speech time has elapsed out of the total length of the recording. The display shows the position minutes and seconds. This function is used primarily during playback to locate a certain section of the speech.
Length of Recording - This is a display of the total time the speech takes to play to a caller. The display shows the speech length in minutes and seconds.
Speech Scroll Bar - This is a graphical representation of the Speech Position display. The left of the scroll bar is the beginning of the speech, and the right is the end of the speech. You can move the scroll box by dragging it to the desired location on the scroll bar. This function is used primarily during playback to locate a certain section of the speech.
Play button - This button allows you to play the recorded speech.
Replay button - This button allows you to replay a speech from the beginning.
Stop button - This button allows you to stop the recording or playback of a speech.
Record button - This button allows you to begin recording a speech.
Transfer button - This button allows you to move a speech out to the Paste Buffer. This allows you to then move the speech to another tree object in the system tree. For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
Replace button - This button allows you to move a speech from the Paste Buffer to a tree object in the Voice Messaging program. For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
.WAV Copy button - This button allows you to save a speech to a file, so that you can use a sound editing program, if you have one, to edit the speech. For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
.WAV Paste button - This button allows you to copy a speech file back into your Voice Messaging application (or even another ECS Phone program). For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
OK button - This button confirms the settings on the Record box, and also saves the speech you recorded. If you made any changes to the speech, the changes save and you return to the current tree object box.
Cancel button - This button allows you to avoid saving any changes and return to the detailed view of the current tree object. You use this button when you've made some changes that you decide not to keep, and you want the tree object's recording to return to its original format.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
The Play box is the box that appears when you click the Play button or the Play ID button on a Prompt box or Announcement box. You also see the Play box if you click the Play button on the Initial Prompt box, or the Play ID button on a Control Point box. You use this box to play back the descriptions and speeches you recorded for your tree objects. Unlike the Record box, you can not record any speech in the Play box. Figure 36 shows how the Play box appears in the program:

Figure 36 - The Play box
The fields and controls on the Play box are as follows:
Length of Recording - This is a display of the total time the speech takes to play to a caller. The display shows the speech length in minutes and seconds.
Speech Scroll Bar - This is a graphical representation of the Speech Position display. The left of the scroll bar is the beginning of the speech, and the right is the end of the speech. You can move the scroll box by dragging it to the desired location on the scroll bar. This function is used primarily during playback to locate a certain section of the speech.
Play button - This button allows you to play the recorded speech.
Replay button - This button allows you to replay a speech from the beginning.
Stop button - This button allows you to stop the playback of the speech.
Transfer button - This button allows you to move the current speech out to the Windows Clipboard for sound editing purposes. For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
.WAV Copy button - This button allows you to save a speech to a file, so that you can use a sound editing program, if you have one, to edit the speech. For more information on this advanced recording feature, refer to the "Advanced Functions and Features" section.
Close button - This button allows you to close the Play box after playing the desired speech. Once you close the Play box, you return to the detailed view of the current tree object.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.
The Insert Tree Object box appears whenever you add or paste a tree object to your system tree, or move an object to another part of the tree. Figure 37 shows how the Insert Tree Object box appears on the screen:

Figure 37 - The Insert Tree Object box
The parts of the Insert Tree Object box are as follows:
Reference Number - This tells you what the ID number of the inserted object is in relation to the tree. Remember that an object's ID is like its address in the system tree.
Touch Tone Number - The number that appears in this field is the number you would press from the appropriate menu to get to this object. The number that currently appears in this field is the default setting for this object (based on the other object ID's in this group). If you decide to change this number, make sure not to use a number that is the same as another object on the same auto-menu. If you do, the program displays a message telling you the number is in use.
Item Types - This control group determines which type of tree object to insert at the chosen location. A black dot appears in the circle to the left of the currently selected option. This indicates that this type of tree object is the object to add. You can click on another option if you wish to add a different tree object than the one currently selected.
OK button - This button confirms the settings on the Insert Tree Object box. The object you chose then appears in the system tree.
Cancel button - This button allows you to avoid adding the tree object to the system tree. The Insert Tree Object box closes, and nothing is added to the system tree.
Status line - This is the area at the bottom of the box that displays notes pertaining to the parts of the box. For instance, you can move the mouse pointer to a control on the box and receive information pertaining to the function or purpose of that control.