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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.
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?
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.
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.