3 styles of Buttons
5 styles of "bells" or speakers
README notecard
Store Landmark
The S2 Doorbells is a pack that includes 5 different "bells" or speakers, and 3 different buttons that you can mix and match. What differentiates this doorbell from others is the realism of its operation: It uses a button to activate a bell; Commonly, doorbells in SL plays the sound at the button, and there is no sound emitter elsewhere.
This doorbell also does not send any messages when pressed, it does what a doorbell does, make a sound. This is on purpose, as this doorbell is made to be pressed many times, annoyingly or not, just like in real life.
Communication between the buttons and the bells/speakers work by using a Bell Number. Out of the box, all objects have the bell number set to 1, and this allows you to physically link a button with a bell or speaker together, and they will just work. It only becomes a problem when you need another set of doorbell on the same linkset but working separately. BELL NUMBERS MUST BE A POSITIVE NUMBER AND NOT 0.
To change the Bell Number on the buttons, change the button object description, there is a 1 set as default. Don't put anything else but a number there.
To change the Bell Number on the Large chime, Small chime, Old speaker and the Ringing bell, also change the object description similarly to the button.
Once the description is changed, TOUCH the bell or speaker to apply the change.
To change the Bell Number on the Custom Speaker, open the custom speaker object inventory and change the Bell Number inside the Config Notecard.
Only change the number after the " = ", 1 is set as default. Once changed, SAVE the Notecard, and the script will automatically apply the change (no touch required). Changing the number on the object description on the Custom Speaker will do nothing.
To make a button work with all bells and speakers on the linkset, regardless of their bell number, set the button bell number to -1.
The only way buttons and bells/speakers communicate together is by physically linking them together. This limits the distance they can be apart from each other, but reduces lag significantly.
To link 2 objects together:
Right click one of the objects and select edit. Object should be highlighted in yellow (or blue if is a child prim).
with the first object highlighted, press down SHIFT KEY, and while keeping it pressed, touch the other object to link. Now both objects should be highlighted. If linking more than 2 objects, keep clicking more objects while holding SHIFT.
On the Build Window, click the LINK button, or press CTRL + L.
Objects should be linked with only one of them highlighted yellow. If you want to make one specifically Root Prim, select the root prim LAST before linking.
The custom speaker as default has the "Amazon Ring" sound, but is the only object in the set that has further options for custom sound.
For this reason, is also the only object that the setup is done using a notecard inside the object inventory named Config Notecard. Setting a number on description will do nothing.
On the Config Notecard you can change the Bell Number, the sound to play, the volume, and the play mode:
BELL NUMBER - To work with a bell button. Must match the number on the button.
SOUND UUID - UUID for the sound to play on speaker. On your inventory, right-click a sound, and copy the UUID. Paste it on the sound field on notecard.
VOLUME - Decimal number between 0.1 and 1.0. - 0.1 is lowest, 1.0 is loudest.
PLAY MODE - Can be ONCE or LOOP, no other words accepted. ONCE will play sound once with each button touch, LOOP will loop it as long as it's pressed.
IMPORTANT: Do not change anything on the notecard unless if is after a " = ".
Once you have changed the configuration inside the notecard, SAVE the notecard to apply the changes. Script should apply changes automatically.
This is only used to set up the Custom Speaker. See CUSTOM SPEAKER above.
It's important to note that these objects has both PBR materials and "Legacy Materials" or textures. These two do not link or work together, and changing one without changing the other will result in the object looking differently between viewer versions. For this reason, modifying the materials or textures is not recommended, but it is plausible. As Second Life moves forward towards full PBR compatibility, we suggest changing or modify at least the PBR material, if choosing one of them.
Please see the SETUP section under CUSTOM SPEAKER.
If nothing but a click sound is happening when touching a button: It's either not physically linked to a bell or speaker, or the Bell Numbers on the Button and Bell/Speakers do not match.
The custom speaker is not working no matter what bell number you set: Should use the Config Notecard inside the speaker inventory to set the bell number.
The object is giving an error message on world chat: It should be self-explanatory and should point you to the error.
An object looks one way for some, and a different way for others: Either the PBR material or the Legacy textures were modified, but not both accordingly.
Can't touch the button from far away or from behind it: Just like in real life. So realistic.
None of these solves your problem and can't find a solution on the manual? Submit a Support Ticket.
Mesh, Textures, Scripting: Seba Serpente
v1.0 - Release Version