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I would suggest asking in the WE community forum directly as subscribing to a workshop item and the possible problems with that are beyond my knowledge. I just made the wallpaper, but I did not write WE or Steam. So I can only guess at why you might not see the wallpaper.
Otherwise, I love this wallpaper! :)
your wallpapers are amazing
9mn safety always off
what file is it under?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=849094640
I think WebGL issues should output errors to debug.log, so maybe you could check that for something useful?
But I will search more in the weekend, as it is weird that others would work and this one fails. As you are the first to mention it, and the function the code fails on, it seems chromium is failing for some reason and would be something outside of my powers. But I will see if I can find anything that can help figure out what it is before bugging Bio with a bug report.
Object.wallpaper (wallpaper.js:68:11): TypeError: Cannot read property 'getExtension' of null
at Object.get (three.js:19292:21)
at new WebGLRenderer (three.js:19725:14)
at Object.init (waveRenderer.js:42:19)
at Object.waveRenderer (waveRenderer.js:16:7)
at Object.init (index.html:982:26)
at Object.onInit (index.html:1413:30)
at Object.init (wallpaper.js:111:10)
at Object.wallpaper (wallpaper.js:64:8)
at window.onload (index.html:1406:11)
new WebGLRenderer (three.js:19719:12): THREE.WebGLRenderer: Error creating WebGL context.
new WebGLRenderer (three.js:19502:11): 82
new WebGLRenderer (three.js:19502): Three.WebGlRenderer
log.js:131:14: log started
Object.animationLoop (wallpaper.js:335:13): TypeError: Cannot read property 'wave1' of null
at Object.render (index.html:1050:55)
at Object.onRender (index.html:1405:52)
at Object.animationLoop (wallpaper.js:332:10)
at wallpaper.js:296:51
Restarting wallpaper engine or the PC does not fix it.
The swing ( the up/down movement of the wave shaped in the last one ) controlled by the "stereo oscillation" option, but is very dependent on your audiosource as its determined by if sound is more on the left channel or right channel. Raise it a bit if you want. More audio on the left channel, wave goes down, more audio on the right channel, wave goes up.
The stereo options are very dependent on your audio source, as that waveshape will not happen if the source is mono and it will remain flat.
Hope that explains some thing to get your desired effect. I think those are the settings you are looking for. Let me know if ya manage.
The last has a very short time span. Bring down the display history values to a very low setting.. If you do that, you might also want to set the Height option fairly low.
If you will notice that on the last one the 3 colored bars are about the same height. You can do this by changing the normalization to "per channel". If you set that to "Normalize" then one channel might peak out above the others.
Also if you notice that the last one ( compared to the 3rd screenshot ) doesn't have the 3 waves mixed together ( not overlapping like the 3rd screenshot ) but follow their own path. You can do that by changing the stereo seperation to "per channel".
doesnt at all look like the screenshots on my end;(
I also have some small property improvements coming up, e.g. resetting won't be necessary anymore. I will probably look into presets some time after the next patch since they'd be pretty useful for your wallpapers for sure, being able to distribute some stock ones and users being able to save their own presets too.
My last trick of last night was to directly return from the rendering loop, and delay the actual updating of the canvas with a setTimeout, in the hopes of having the browser render the canvas and update the dom behind the scenes between frames so when the next requestAnimationFrame even is triggered, the html and canvas are hopefully already updated. Felt like it helped a bit on my end, but have no hard evidence its better, or thats how webkit works.