Not in this case... It wont matter what the frequency is, you could have only a 20hz wave in there and it'd produce weird patterns
what's happening is this (ill try explain it..)
The image you are looking at is made up of pixel columns. These are equally spaced out over the duration of the file, for instance, if the track is 5mins long (300 seconds), and the image is 600 pixels wide, it will examine the wav file every half second, and take the value there for the colouring of the pixel. So, it doesnt matter what in in the audio file, just what the value of the wav is at exactly 0, 0.5sec, 1sec, 1.5sec, 2sec and so on. If you put a kick at exactly each of these time points, you'll read out the very same value each time, resulting in a perfectly smooth image.
Of course, in the real world, the renderer is probably not working exactly like this, it may be looking at neighbouring points, or have floating point rounding errors, soundcloud run their own compression/transcoding and normalization and stuff, but the theory is roughly the same.
now, if you were to place a kick at 0sec, and the following one at 0.49999secs, what happens is that for the first, the renderer reads the wav and gets the very initial bit of the kick. When it looks at 0.5secs into the file, it reads a tiny bit later in the (next) kick. If the kicks are spaced out at 0.499999 seconds, each time the renderer draws a new column, it will read a tiny bit later in the kick sample each time. So in theory, you could see the actual kick wavform stretched out in the renderer if you got the timing exactly right. But as mentioned, in practice its probably not controllable.
Similar problems occur with audio sampling and resampling, if you have high enough frequencies they end up wrapping around and becoming lower again. This is traditional audio aliasing and it sounds nasty, but the visual aliasing is more intuitive I think.