The earlier investigation of this wallpaper listed six differences from the native
Windows Wallpaper Engine. Script-driven user settings, text objects, the orthographic
"auto" camera and autosize are implemented now, and skipping passthrough images
without effects matches the real engine (CImage.cpp, sub_140175830). One item is
left to confirm on real hardware.
The pulse effect on the three OS logos (objects 173, 57 and 61) uses:
AUDIOPROCESSING=3audioamount=1.0, audiobounds=0.5-1.0, audioexponent=0.35The spectrum these read now follows the real engine's pipeline, taken from wallpaper64.exe
(Audio/SpectrumAnalyzer and Audio/SpectrumProcessor): same FFT size, band layout, per-group level
tracking, smoothing and separate left/right channels. Still unverified: a side-by-side comparison with
Windows playing the same audio, and whether WE's loopback capture and the Linux monitor source both see
the signal before or after the system volume.
linux-wallpaperengine \
--assets-dir ~/.local/share/Steam/steamapps/common/wallpaper_engine/assets \
--screen-root DP-2 --screen-root HDMI-A-1 \
--fps 60 \
~/.local/share/Steam/steamapps/workshop/content/431960/3014738359