Wallpaper Engine

Wallpaper Engine

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Wryz 16 Jan, 2019 @ 5:10pm
Possible bug with reverse frequency?
Ive noticed a bug when using reverse frequency. Ive been configuring a custom preset ive uploaded to the workshop, and i originally had it on rev freq and it I personally like it like that. But it had this annoying bug where i couldnt audibly hear the high freq, and the visualizer would only display it for just but a split second.

And it wasnt a small blip either, it was quite large/agressive for only 100% Amplitute. It happened with Audio normalization on and off. Was always the same size. happened in rap, electronica, lo-fi, hip hop, etc. Only went away when switching off rev freq.

Any idea?
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Showing 1-7 of 7 comments
Squee  [developer] 16 Jan, 2019 @ 6:00pm 
I would have to check in the coming days. Does this only happen if the frequencies are reversed and it doesnt happen when not reversed?
Squee  [developer] 17 Jan, 2019 @ 12:24pm 
Some questions.

1. If I understand it correctly you see a peak flashing for like 1 frame on the high frequencies bars but you don't hear those high frequencies?

2. If correct, do you have the framerate in WE set to 31 or above?

3. If all of the above, could you try to lower the FPS to 30 to see if the problem disappears?

I think I might see the problem you mean, and have a hunch where the problem might be. Thought it might end up tough to diagnose. If my guesses above are correct, then it would validate what I think I am seeing as well, and it would give me an idea where to look.

Wryz 17 Jan, 2019 @ 4:45pm 
1: Yes. Its peak for 1-5 frames at high frequency. Yet i dont hear them.
2: I do have my FPS in WE set to 120. however it tends to stop around 70.
3: After setting my FPS limit to 30 the spike disappeared.

After setting it back to 120 the spikes came back. So it seems to be a problem with high fps?
Squee  [developer] 17 Jan, 2019 @ 6:17pm 
I think the problem is related to a recent update.

WE supplies audio data at ~30fps, so this wallpaper was limited to to the framerate until recently as drawing the same data twice seemed a bit unnecessary. I had some code in aonther of my wallpaper that processes the data to create fake frames by calculating values in between those 30 audio frames. So above 30fps the code starts to use some extra code which seems to cause the bug.

I now wonder if the other wallpaper has the same problem but it was never reported in the past year, or if I copied and implemented it with a bug in this wallpaper. Fixing this bug might take a bit, unsure where in the code this could happen.

I'll reply here when i've updated with a bugfix. Also thanks for reporting! Think this bug might of gone unreported for a long time. I didn't notice it at all.
Wryz 18 Jan, 2019 @ 4:18am 
No problem! I’m glad you know so much about this I spent like 3 days trying to fix it on my end thinking it was all user error. I’m glad you’re a devoted dev!
Squee  [developer] 19 Jan, 2019 @ 8:47am 
I just updated the wallpaper. Might take a few before you get the update but I think it is fixed. There were 2 bugs, one that was probably in there for ages but never got reported, though its effect was minimal, and the one you reported that had to do with my newer update. Had some luck and figured it out pretty quick.

The bug you mentioned was the result of not working in a copy of the data, and thus overwriting data that shouldnt of been overwritten. Reversing the frequencies brought the problem to light as it overwritten non-reversed with reversed. So the little flickering you saw was actually the bass from a previous frame that under specific conditions was shown.

See if it looks fixed, but I think I got it.
Last edited by Squee; 19 Jan, 2019 @ 8:48am
Wryz 19 Jan, 2019 @ 2:50pm 
Thank you so much! Looks good! Tried multiple genres of songs and didnt see the bug at all! Thanks for fixing the bug!
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