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Zgłoś problem z tłumaczeniem









But want to add that if you have questions, feel free to ask here or start a discussion ( supports more than 1000 characters ) here in workshop. When I can I try to answer all, but not always timely or might not have the answer ya hope for. But in any case feel free to ask. but considering how ya have already "consumed" the code I'm not sure ya need my help :)
It can be extended so that the visible elements are configurable from the Wallpaper properties but I was lazy to set them correctly in the UI so I haven't done it.
However, `hasAudio` was already set during the `update()` call, this causes the code to always switch to fake audio.
I fixed it by doing this:
```
[...]this.fpsCounter.audioTime = timeDiff;
// Check if incoming data has actual audio BEFORE processing
var hasRealAudio = this.hasAudioInData(data);
```
And then changing this check:
```
// no audio detected, and we want to animate when there is no audio
if( !hasRealAudio && this.animateWhenSilent == 1 )
{
fakeData = this.updateFakeAudioFrame();
```
1. Have something playing, or have nothing playing
2. Set Animate When Silent" to "Hide Visuals"
3. Note that Visuals are hidden whether something was playing, nothing was playing, and that they don't reappear.
I bet it's just a silly conditional, or a place where a state check was forgotten.
One thing I did notice is that, if "Animate When Silent" is set to "Hide Visuals", it'll hide the Visuals whether it's silent or not.
If you're no longer updating this wallpaper, would you mind if I did and posted it myself (Giving credit where it's due, obviously)?