User's Guide To Voice Messaging

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Chapter 5: Modifying The System Tree

Chapter 5: Modifying The System Tree


Introduction


Overview

This section discusses the workings of the Voice Messaging system tree in more detail, and focuses on the usage of the tree objects. In the previous chapter, you saw how the existing tree looks and works, and you got a working idea of how the tree objects perform their allotted tasks. Now you will see how modifications to the tree structure affect the way the program works. When you change the structure of the system tree, you directly change the way it works.

When you have a system tree that you want to use but you want it to work slightly differently, you can often modify the existing objects in the tree to bring about these changes.

Modification of tree objects includes changing scripts and speeches, as well as changing the settings of an object's controls to alter the purpose of the tree object. In this chapter you will learn how to:

Terms

Application

An application is a program that you design, build, or otherwise modify so that it does what you want it to. We design programs, while you design applications.

Local Phone

The phone that is connected to your computer. It is this phone that you use to record your system speeches. Also, callers use this phone number when calling into your system.

Main speech

This is the speech recorded on an object that the caller hears when they reach this object.

Program

The actual software that runs on your computer. You use the System Editor 'program' to design your Voice Messaging 'application'.

Changing Scripts and Speeches


There are two types of speeches that you can record in Voice Messaging: main speeches, and ID speeches. The main speech is commonly an informative message, and can be recorded on any tree object other than a Control Point. ID speeches normally identify the object's purpose, and this speech can be heard on an auto-menu (if you are using them). You can record ID speeches for any tree object other than the System Greeting and Initial Prompt.

Changing an Object's Script and Main Speech

Changing an object's script and recorded speech is a simple process. You use this procedure to change scripts and speeches for any tree object with speech capabilities. The Record box appears in the same form regardless of the tree object, and only the script changes from object to object (i.e., the functionality remains the same, only the speeches and scripts differ). Use the following procedure to change a script and record a speech:

You can also access a tree object by selecting it and pressing the Enter key.

• First, double click the tree object you wish to modify in the system tree.

• Move the mouse pointer to the Script field, then click on it. A small blinking line appears in the line of text. This blinking line is called the 'cursor', and it shows where your typing appears when you type in a field.

Remember that you can use the arrow keys to move the cursor around the field. The Delete key allows you to remove text from a line a character at a time.

• Remove the existing text, or modify it as you see fit.

• Now type the script for the speech you want to record.

• Now you can record the script to replace the existing speech for this object. Click on the Record button, and the Record box appears as shown in Figure 38:

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Figure 38 - The Record box

• Get your announcer's voice warmed up, then click on the Record button. The status line displays the message "Please pick up handset", and you can pick up your local phone.

• A beep sounds, and the script begins scrolling up through the Script field (if the Auto Prompting option is enabled). Read the script as it goes by. When you finish recording, click the Stop button. The recording stops, and the length of the recording displays above the Speech position scroll bar. Now hang up your phone.

• To hear your new speech, pick up your phone and click the Play button. If you don't like the way the speech turned out or you 'tripped over your tongue', you can record the speech again.

• When you're satisfied with the speech, click the OK button. Your newly recorded speech replaces the previous speech. Clicking Cancel erases your speech and keeps the existing speech.

• After the Record box closes, you can then click OK on the object box to save your speech changes. Clicking Cancel at this point discards any changes to this object, including speech and script changes.

Changing an Object's Script and ID Speech

A variation on scripts and speeches is the recording of the ID speech. Instead of using the Script field and the Record button to record, you use the Description field and Record ID button. These controls appear on Announcements, Prompts, and Control Points. The text in the Description field acts as the script when you record the object's ID speech. As you may recall, an object's ID speech plays to a caller when the Auto-Menu function on a Prompt is activated. For this reason, it is important to record ID speeches.

Use the following procedure to change a tree objects ID speech:

• First, double click the tree object you wish to modify in the system tree.

• Move the mouse pointer to the Description field, then click on it. A small blinking line appears in the line of text. This blinking line is called the 'cursor', and it shows where your typing appears when you type in a field.

Remember that you can use the arrow keys to move the cursor around the field. The Delete key allows you to remove text from a line a character at a time.

• Remove the existing object name, or modify it as you see fit.

• Now you can record the description to replace the existing ID speech for this object. Click on the Record ID button, and the Record box appears as shown in Figure 39:

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Figure 39 - The Record box

• Get your announcer's voice warmed up, then click on the Record button. The status line displays the message "Please pick up handset", and you can pick up your local phone.

• A beep sounds, and you read the ID description. When you finish recording, click the Stop button. The recording stops, and the length of the recording displays above the Speech position scroll bar. You can hang up your phone.

• To hear your new ID speech, pick up your phone and click the Play button. If you don't like the way the ID speech turned out or you 'tripped over your tongue', you can record the speech again.

• When you're satisfied with the ID speech, click the OK button. Your newly recorded ID speech replaces the previous ID speech. Clicking Cancel erases your ID speech and keeps the existing ID speech.

• After the Record box closes, you can then click OK on the object box to save your speech changes (or any other changes you've made). Clicking Cancel at this point discards any ID speech and script changes.

Disabling and Enabling Tree Objects and/or Speeches


Disabling and enabling a tree object or its speech involves the use of the Enable controls on the object. This is a useful function if you want to close off a section of the tree. You can also use this function to suspend a specific service in your system tree. This section discusses the procedures necessary to disable and enable tree objects and their speeches, and why you might want to do so.

Disabling/Enabling Tree Objects

Concepts

Disabling a tree object comes in handy when you want to temporarily put an object 'out of commission' without deleting it. This means that you could later enable the object and use it again, whereas deleting the object removes it from the system tree. In practice, you could disable an old Announcement, then later update the speech and enable it. You could also close off a whole Announcement group by disabling the Prompt that the Announcements come from. (Although they wouldn't be disabled, their parent Prompt would be).

When you 'disable' a tree object, the program treats the object as if it weren't there. The advantage to this is that the object is still there (so you can use it later), whereas deleting the object removes the object from the system tree. Note that when you disable a tree object, the object's ID speech is not included in its parent's auto-menu. Also, the caller can not access a disabled tree object, even if they enter the touch tone for that object.

Procedures

Use the following procedure to disable or enable an object in the tree:

• Double click on the object in the system tree that you wish to enable/disable. The control box for that object appears.

• To disable an enabled object, you click the Enable check box. The X disappears from the check box, and the object is disabled.

• To enable a disabled object, click the Enable check box. An X appears in the check box, and the tree object is enabled.

• When you finish choosing a setting, click the OK button to save this setting and return to the system tree. If you do not wish to save these settings when you return to the system tree, click the Cancel button.

Disabling/Enabling Speech

Concepts

Disabling the speech on a tree object means that the object performs each of is functions except playing the speech. Note that when you disable an object's speech, the object's ID speech is still included in an auto-menu. The system still knows the object is there, but that part of it (the speech) will be ignored. Note that an object that has some other sort of speech on it (such as an auto-menu) will still be able to process those speeches. This control is not related to the main speech of the object.

Procedures

Use the following procedure to disable/enable an object's speech:

• Locate the Enable Speech check box in the Script control group.

• To disable an enabled speech, you click the Enable Speech check box. The X disappears from the check box, and the main speech for this object is disabled.

• To enable a disabled speech, click the Enable Speech check box. An X appears in the check box, and the speech is enabled.

• When you finish choosing a setting, click the OK button to save this setting and return to the system tree. If you do not wish to save these settings when you return to the system tree, click the Cancel button.

Adding and Configuring Tree Objects


If you currently have a system tree you do not wish to change, don't worry. You can exit the Tree Editor without saving changes to the tree structure.

The following sections discuss the procedures for adding and configuring Prompts, Announcements, and Control Points. Each section also discusses the effects that these additions have on the tree structure, and how they change the workings of the system tree.

Prompts

In looking at the system tree, you learned that a Prompt usually plays a message, can play an auto-menu, and always waits for a touch tone response before doing anything. The Prompt 'prompts' a caller to press a button on their phone before continuing.

Adding A Prompt To The System Tree

You would add a Prompt to a system tree when you need more space for Announcements that don't fit into any of the existing Announcement groups, or if you sell Announcement space to someone who wants their own Announcement group.

It is a simple procedure to add a Prompt to a system tree, but it requires a bit of forethought. Here are some rules for adding Prompts:

• You can not add a Prompt as a branch from an Announcement or Control Point, or from the System Greeting. This means that you can add a Prompt as a branch from another Prompt, or from the Initial Prompt.

• If you add a Prompt to the tree, it must have at least one tree object branching off from it. Remember that a Prompt is a parent to other tree objects. Also a Prompt can lead to another Prompt, as long as that Prompt has a group of Prompts, Announcements and/or Control Points as its children.

Use the following procedure to add a Prompt to your system tree:

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• First, look at the Tree Object Tools located just above the Tool Button Ribbon to the left of the screen. Position the mouse pointer over the Prompt tree object. Notice that the Status line at the bottom of the screen displays the message "Drag and drop Prompt to insert". This means that to add a Prompt, you press and hold down the left mouse button (while the mouse pointer is on the object you wish to drag), then continue to hold it down while you move the object to where you want it. You then release the mouse button, and the object 'drops'.

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• Drag the Prompt object to the area of the tree where you wish to add it. If an X appears on the Prompt object, then you can not place the Prompt object here.

• When you get the Prompt where you want it, drop it by releasing the left mouse button. The Insert Tree Object box appears similar to the one shown in Figure 40:

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Figure 40 - The Insert Tree Object box

• The number that currently appears in the Touch-Tone Number field is the default referential ID number for this object. If you wish to change the number, type the desired number in the field.

• Now click the OK button to insert the Prompt. If for some reason you decide not to insert the Prompt, you can click the Cancel button to abandon this add procedure.

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• After you add a Prompt, note the red X over the Prompt, and the designation New Prompt. The X indicates that this Prompt is invalid until you add 'children' (in the form of Announcements, Prompts, and/or Control Points) under the Prompt. When you do, the X disappears. The name New Prompt appears for each Prompt that you add, and remains as such until you enter a name in the Description field in the Prompt box.

Configuring The Added Prompt

Now you need to 'configure' your newly added Prompt. Configuring is merely the process of setting the controls in the Prompt box so that the Prompt works the way you want it to. Use the following procedure to configure the newly added Prompt:

• To begin configuring, double click on the newly added Prompt. The Prompt box for the New Prompt appears as shown in Figure 41:

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Figure 41 - The New Prompt box

• The Prompt Info control group displays the Prompt's ID number, and that the Prompt is enabled.

• To change the Description, click the Description field. Use the c and Undisplayed Graphic keys to remove the existing text, then type the description of the Prompt.

• If you plan on using the auto-menu function for this Prompt, click on the Auto-Menu option. An X appears in the check box to the left of the Auto-Menu option when the auto-menu is active. (Remember that the auto-menu allows the caller to hear the objects under this Prompt as choices, and the corresponding numbers for these options also play.)

• You can wish to record the ID speech for this Prompt. Click on the Record ID button on the right side of the Prompt box. The Record box appears similar to the one shown in Figure 42:

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Figure 42 - The Record box

• Notice that the entry you made in the Description field appears in the Script Prompter. To record the ID speech for this Prompt, click the Record button. The message "Please pick up handset" appears on the status line at the bottom of the Record box.

• Pick up your phone. After the tone, record the ID that appears in the Script Prompter. When you finish recording, click the Stop button. The ID is now recorded.

• To hear the speech, click the Play button, then pick up your phone. If you wish to record the message again, follow the recording procedure above. If the message is fine, then click OK to return to the Prompt box.

• Now it's time to type the script for the Prompt speech. First, click the Enable Speech button in the bottom right corner of the Prompt box. An X appears in the check box, and the speech controls are enabled. If you don't click this button, you cannot record speech, play speech, or type the script.

• Click in the Prompt Script field. When the cursor appears, type your script.

• To record the Prompt speech, click the Record button in the Prompt Script control group (not the Record ID button). The record box appears as before, but the script is now the Prompt Script.

• To record the speech for this Prompt, click the Record button. The message "Please pick up handset" appears on the status line at the bottom of the Record box.

• Pick up your phone. After the tone, record the script that appears in the Script Prompter. When you finish recording, click the Stop button. The speech is now recorded.

• To hear the speech, click the Play button, then pick up your phone. If you wish to record the message again, follow the recording procedure above. If the message is fine, then click OK to return to the Prompt box.

• Now that the Prompt is configured, click the OK button on the Prompt box. Your newly created and functional Prompt appears in the system tree, similar to the one shown in Figure 43:

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Figure 43 - The new Prompt

Notice that the Prompt's description appears to the right of the Prompt picture. This assists you in identifying the Prompt, as well as the other objects in the tree.

The red X on the Prompt picture means that this Prompt is invalid until you place tree objects under it. If we go back to the family tree model, you've got a parent without any children. Until the children are added to this parent, the system tree won't recognize this Prompt.

In most cases, you'll use Announcements as the children, but you can use a combination of Prompts, Announcements, and Control Points. If you decide to add Prompts, keep in mind that a Prompt can't be the end of a branch on the tree. You must end a branch with an Announcement or Control Point.

Announcements

The primary purpose of an Announcement is to play an informative speech to a caller. The speech that an Announcement plays can consist of a wide variety of things. The only limitations to what is on the speech are those that you place on them. You can configure the Announcement to hang up the phone or go to another object in the tree, after it completes its tasks.

Adding An Announcement To The System Tree

You would add an Announcement to a system tree whenever you want to add another informative speech for callers to hear. Announcements are very versatile tree objects, and may be placed almost anywhere. You could add an Announcement to an existing Announcement group, or it can stand alone.

It is a simple procedure to add an Announcement to a system tree, but it requires a bit of forethought. Here is the rule for adding Announcements:

• You can not add an Announcement as a branch from an Announcement or Control Point, or from the System Greeting. This means that you can add an Announcement as a branch from a Prompt, or from the Initial Prompt.

Use the following procedure to add an Announcement to your system tree:

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• First, look at the Tree Object Tools located just above the Tool Button Ribbon to the left of the screen. Position the mouse pointer over the Announcement tree object. Notice that the Status line at the bottom of the screen displays the message "Drag and drop Announcement to insert". This means that to add an Announcement, you press and hold down the left mouse button (while the mouse pointer is on the object you wish to drag), then continue to hold it down while you move the object to where you want it. You then release the mouse button, and the object 'drops'.

• Drag the Announcement object to the area of the tree where you wish to add it. If an X appears on the Announcement object, then you can not place the Announcement object here.

• When you get the Announcement where you want it, drop it by releasing the left mouse button. The Insert Tree Object box appears similar to the one shown in Figure 44:

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Figure 44 - The Insert Tree Object box

• The number that currently appears in the Touch-Tone Number field is the default referential ID number for this object. If you wish to change the number, type the desired number in the field.

• Now click the OK button to insert the Announcement. If for some reason you decide not to insert the Announcement, you can click the Cancel button to abandon this add procedure.

• After adding the Announcement to the system tree, it should now appear similar to the one shown in Figure 45:

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Figure 45 - The newly added Announcement

Note the designation New Announcement next to the Announcement picture. The name New Announcement appears for each Announcement that you add, and remains as such until you enter a name in the Description field in the Announcement box. Note that the words are slightly lighter than the ones for the other Announcements. This is because this new Announcement is not yet enabled. The number to the left of the description is the Announcement's touch tone number.

Configuring The Added Announcement

Now you need to 'configure' your newly added Announce-ment. Configuring is merely the process of setting the controls in the Announcement box so that the Announcement works correctly. Use the following procedure to configure the newly added Announcement:

• To begin configuring, double click on the newly added Announcement. The Announcement box for the New Announcement appears as shown in Figure 46:

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Figure 46 - The New Announcement box

• The Announcement Info control group displays the Announcement's ID number. The Enable check box is empty, meaning that the Announcement is not enabled. Click the Enable check box so that an X appears. This tells us that the Announcement is now enabled.

• To change the Description, click the Description field. Use the c and Undisplayed Graphic keys to remove the existing text, then type the description of the Announcement.

• The next step is to record the ID speech for this Announcement. Click on the Record ID button on the right side of the Announcement box. The Record box appears similar to the one shown in Figure 47:

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Figure 47 - The Record box

• Notice that the entry you made in the Description field appears in the Script Prompter. To record the ID speech for this Announcement, click the Record button. The message "Please pick up handset" appears on the status line at the bottom of the Record box.

• Pick up your phone. After the tone, record the ID that appears in the Script Prompter. When you finish recording, click the Stop button. The ID is now recorded.

• To hear the speech, click the Play button, then pick up your phone. If you wish to record the message again, follow the recording procedure above. If the message is fine, then click OK to return to the Announcement box.

• Click in the Announcement Script field. When the cursor appears, type your script.

• To record the Announcement speech, click the Record button in the Announcement Script control group (not the Record ID button). The record box appears as before, but it now contains the Announcement Script.

• To record the speech for this Announcement, click the Record button. The message "Please pick up handset" appears on the status line at the bottom of the Record box.

• Pick up your phone. After the tone, record the script that appears in the Script Prompter. When you finish recording, click the Stop button. The speech is now recorded.

• To hear the speech, click the Play button, then pick up your phone. If you wish to record the message again, follow the recording procedure above. If the message is fine, then click OK to return to the Announcement box.

• Now take a look at the Upon Completion control group. The default setting for Announcements has the Goto option set. The common place to send the caller is back to a menu (i.e., a Prompt), either the Initial Prompt's menu or the last menu that this Announcement falls under. The "*" (star) in the Goto field is the default setting, and sends the caller back to this Announcement's parent Prompt.

If you wish to send the caller back to the Initial Prompt, then delete the star (*) and type 01 in the field.

• If you don't want to use the Goto control, you can use the Hang-up Phone control. Selecting this control tells the application to hang up when the Announcement's other functions are finished.

• Now that the Announcement is complete, click the OK button on the Announcement box. You newly created and functional Announcement appears in the system tree, similar to the one shown in Figure 48:

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Figure 48 - The new Announcement

Notice that the Announcement's description appears to the right of the Announcement picture. This assists you in identifying the Announcement, as well as the other objects in the tree.

Control Points

Control Points allow you to perform special functions. The primary function of a Control Point is to 'chain' the Voice Messaging program to another ECS Phone program. This means that you can access part of another program through the Voice Messaging system tree.

You can also use a Control Point to go to another tree object in the same system tree, go to a different application, transfer a caller to a second phone number, or hang up the phone. A Control Point may also act as a Touch Tone Directory.

Adding A Control Point To The System Tree

You would add a Control Point to a system tree whenever you want to add more functionality to your system tree. Control Points are very versatile tree objects, and may be placed almost anywhere. You could add a Control Point to an Announcement group or under a Prompt, or it can stand alone.

It is a simple procedure to add a Control Point to a system tree, but it requires a bit of forethought. Here is the rule for adding Control Points:

• You can add a Control Point as a branch from a Prompt, or from the Initial Prompt only. This means that you can not add a Control Point as a branch from an Announcement or another Control Point, or from the System Greeting.

Use the following procedure to add a Control Point to the existing tree:

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• First, look at the Tree Object Tools located just above the Tool Button Ribbon to the left of the screen. Position the mouse pointer over the Control Point tree object. Notice that the Status line at the bottom of the screen displays the message "Drag and drop Control Point to insert". This means that to add a Control Point, you press and hold down the left

mouse button (while the mouse pointer is on the object you wish to drag), then continue to hold it down while you move the object to where you want it. You then release the mouse button, and the object 'drops'.

• Drag the Control Point object to the area of the tree where you wish to add it. If an X appears on the Control Point object, then you can not place the Control Point object here.

• When you get the Control Point where you want it, drop it by releasing the left mouse button. The Insert Tree Object box appears similar to the one shown in Figure 49:

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Figure 49 - The Insert Tree Object box

• The number that currently appears in the Touch-Tone Number field is the default referential ID number for this object. If you wish to change the number, type the desired number in the field.

• Now click the OK button to insert the Control Point. If for some reason you decide not to insert the Control Point, you can click the Cancel button to abandon this add procedure.

After adding the Control Point, it should now appear similar to the one shown in Figure 50:

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Figure 50 - The newly added Control Point

Note the designation New Control Point next to the Control Point picture. The name New Control Point appears for each Control Point that you add, and remains as such until you enter a name in the Description field in the Control Point box. Note that the words are slightly lighter than the ones for the other tree objects. This is because this new Control Point is not yet enabled. The number to the left of the description is the Control Point's touch tone number.

Configuring The Added Control Point

Now you need to 'configure' your newly added Control Point, so that it may serve you as you wish. Configuring is merely the process of setting the controls in the Control Point box so that the Control Point works correctly.

Before you configure (or for that matter, add) a Control Point, you should have its purpose in mind. The Control Point could do many things, such as chain to another program, then come back and either hang up or go to another object in the tree.

Use the following procedure to configure the newly added Control Point:

• To begin configuring, double click on the newly added Control Point. The Control Point box for the New Control Point appears as shown in Figure 51:

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Figure 51 - The New Control Point box

• The Control Point Info control group displays the Control Point's ID number. The Enable check box is empty, meaning that the Control Point is not enabled. Click the Enable check box so that an X appears. This tells us that the Control Point is now enabled.

• To change the Description, click the Description field. Use the c and Undisplayed Graphic keys to remove the existing text, then type the description of the Control Point.

• The next step is to record the ID speech for this Control Point. Click on the Record ID button on the right side of the Control Point box. The Record box appears similar to the one shown in Figure 52:

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Figure 52 - The Record box

• Notice that the entry you made in the Description field appears in the Script Prompter. To record the ID speech for this Control Point, click the Record button. The message "Please pick up handset" appears on the status line at the bottom of the Record box.

• Pick up your phone. After the tone, record the ID that appears in the Script Prompter. When you finish recording, click the Stop button. The ID is now recorded.

• To hear the speech, click the Play button, then pick up your phone. If you wish to record the message again, follow the recording procedure above. If the message is fine, then click OK to return to the Control Point box.

• If you wish to chain this program to another ECS program, you can do so by clicking the Chain To check box. When an X appears in the box, the Chain To function is activated.

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• When using the Chain To function, you must tell the application which application to access, and then where to go in that application's system tree. To select a application to chain to, click the downward pointing arrow in the Chain To field. A listing of the ECS phone applications that you have appears, and you select the application to chain to by clicking it.

• The Goto field to the right of the Chain To field allows you to access a certain object or part of the other application's system tree. Simply type the ID number of the object you want the caller to reach into the Goto field.

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An option button that has not been selected

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An option button that has been selected

• To use the List Touch Tone Directory, all you need to do is click on this option or in the option button next to it. Once selected, a black circle appears within the white one. This option allows a caller to enter the first few letters of an Announcement Description, using their phone buttons. If you enter "Church" in the Description field, then the caller would press 248724, which are the numbers corresponding to the letters on their phone buttons. The system then plays all of the Announcements that begin with those letters.

• Now take a look at the Control Action control group. The default setting for Control Points is Goto, but you can choose to have the caller do something else. The common place to send the caller is back to a menu (i.e., a Prompt), either the Initial Prompt's menu or the last menu that this Control Point falls under.

If you wish to use the Goto feature to send the caller to the parent of this Control Point, click on Goto to activate it. The "*" (star) in this field is the default setting, and sends the caller back to the parent Prompt.

If you wish to send the caller back to the Initial Prompt, then delete the star (*) and type 01 in the field.

• If you wish to use the call transfer function, click on the Transfer Caller To radio button to activate it. Then press v or click on the entry field to move the cursor into it, and type in the control characters and phone number that you want callers transferred to.

The call transfer function will only work if your application is running on a phone line that has conference calling capabilities.

Now, if a caller goes to this control point, your program will dial the number you just entered into the Transfer Caller To field, and then, once the connection is made, your computer will hang up, leaving the caller on the line to the new number. If that number is busy, the caller will hear the busy signal, and can try back later. For more information on the Transfer Callers function, see Chapter 8: Advanced Functions and Features.

• Now that the Control Point is complete, click the OK button on the Control Point box. You newly created and functional Control Point appears in the system tree, similar to the one shown in Figure 53:

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Figure 53 - The new Control Point

Notice that the Control Point's description appears to the right of the Control Point picture. This assists you in identifying the Control Point, as well as the other objects in the tree.

If you use the Chain To function, be aware that the caller only has access to the parts of the other program that you allow. It is best to send them to an area specially designed to hang up when their business there is done. When the program finds the Hang-up Phone option in this other application, it returns the caller to the Control Point in this application. The program then completes any other tasks (Hang-up Phone, Goto or Transfer Caller) on the Control Point.

Deleting and Undeleting Tree Objects


The purpose of deleting tree objects is so you can get rid of unused sections of your system tree. This frees up space for other objects in the tree, and keeps things from getting complicated. Deleting a tree object removes it from the tree permanently, unless you use the Undo Delete command, or exit the program without committing the changes to the tree. If you don't want to remove a tree object from the tree but you don't want callers to reach it, you can 'Disable' the object. This means that it is still there, but is not currently in use.

Deleting Tree Objects

There are a number of ways to delete tree objects. Deleting Prompts, though, differs in one respect: When you delete a Prompt, you also delete any branches that come from that Prompt.

Use the following procedure to delete an object from the system tree:

• First, select the object you wish to delete so that a blue bar appears on that tree object. You can click the object to select it, or you can use the wy keys on your keyboard).

You can also delete the object by selecting it and clicking the Prune button. (insert Pic here!)

• Now press the Delete key on your keyboard. The Advisory message appears as shown in Figure 54:

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Figure 54 - The Advisory message

• Clicking the No button cancels the deletion. For right now, though, click the Yes button to delete the tree object.

Note that the object (objects, in the case of a Prompt deletion) is gone. When a caller calls into the system, they will no longer be able to access the deleted object(s).

If you delete an object while viewing the tree using Full Expansion mode, you should also delete any Place Holders that lead to this object. For more information about Place Holders, refer to the "Advanced Functions And Features" chapter.

Undeleting Tree Objects

If you accidentally delete an object, don't worry. Fortunately, the program provides you with an Undo command that allows you to replace accidentally deleted tree objects. Providing that you haven't performed any other deletions after this one, you can use the Undo command from the Edit menu.

Use the following procedure to undelete an object:

• Locate the Menu bar at the top of the Voice Messaging window. Click on the Edit menu heading, and the Edit menu appears as shown in Figure 55:

Undisplayed Graphic

Figure 55 - The Edit menu

• Select the Undo (Undo Delete) Command by clicking it. The deleted object reappears, exactly as it was before you deleted it.

Keep in mind that the Undo Delete function will not work if you deleted an object or (objects) after the one you wish to undelete. In other words, the Undo Delete function only works on the object or objects that you last deleted.

Also, the Undo Delete function will not work if you commit changes to the system tree. Once you commit any changes to the tree, the deleted object(s) cannot be retrieved.

Committing Changes To The System Tree


When you finish designing, building, editing, or otherwise modifying the system tree, it's time to make these changes final. So far, all you've done was save the changes to the tree in the editing session. Now it's time to 'commit' the system tree. 'Committing' is simply the process of saving all of the changes you made in the current editing session to the system.

Once you commit the changes, the new system tree takes effect. You can even commit changes while the Voice Messaging program is up and running. If a caller is in the system when you commit the changes, they are put 'on hold' while the system updates. While the caller waits (for about 30 seconds), they hear the standard brand of elevator music that you normally hear when put on hold. When the system finishes updating, the caller returns to the system and can continue their tasks.

If a caller is in the system recording a speech, the system waits until they are done before committing the changes. An Advisory message appears, telling you that there is a caller in the system. You have the option of canceling the operation, or waiting until the caller is done recording their speech.

If a caller calls in while you are committing the changes, then the phone will continue to ring until the system is finished with the updates. When the updates are complete, the system responds and the caller may access the system normally.

Use the following procedure to commit the changes to your system tree:

• While viewing the system tree, click the File menu heading located on the Menu bar. The File menu appears.

Undisplayed Graphic

• Click the Commit Changes menu option. The mouse pointer turns into an hourglass while the application makes the necessary changes. If you have any applications running currently, then the Prepare to Commit box appears as shown to the left.

When the lines are available, the system commits the changes. When it finishes, you return to the system tree. You can now continue editing, or you can exit the application.

• If the system is busy (i.e., a caller is in the system), then an Advisory message appears, telling you that it is not possible to commit the changes at this time. You can cancel this operation by clicking the Cancel button on the Advisory message box, or you can wait until the system finds the lines needed to commit.

If you 'cancel' the operation, the system does not commit the changes to the system tree. You must try again later. If the system is free (i.e., there is no caller in the system), then the changes are committed. If there is a caller in the system, then the Advisory message box appears again.


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