安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Long answer;
I actually have tried the same with this configuration (which I'm going to assume your wallpaper is based on):
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1765282750
However, Wallpaper Engine only provides 32 audio data points for the complete spectrum (twice, for left channel and right channel - for a total of 64 data points)
So only a couple (2-4) data points, can be attributed to ''bass'' frequencies. There is currently no way to get ''finer detail'' for the audio data, and building a visualizer based on 2-4 audio points, will look very dumb, because at best you have 4 moving parts, but at worst only 2 :P
I actually based my wallpaper version on someone else's version which I credited in the description, but I will study yours too and try to steal what's best from it too :D
Thank you for your fast reply. Also want to remind you that you're awesome :D <3