well firstly thanks for taking the issue seriously. I do mean readings from sensors like the actual distance (the one obtained from that stuff in the screenshot, printed out right after the offset correction value). I mentioned at the beginning that I noticed this effect sonically, from the effect of an increased minimum distance to synth parameters, but then I made sure to print distance values as close to the source as possible to minimize other possible effects and check the actual readings. So yea, it really changes the minimum detected distance in blocks, 50cm at the time (but not so constant in time as I thought at first), regardless of analog and digital IO. It seems to have stopped occurring when I loaded just the stuff in the screenshot, dropping CPU consumption to like 20-25%. I've run it for just 2 hours or so, so I can't ensure it's completely clear for like 6 hours or more, but by that point in all the other cases I'd get drift up to 100cm already. If you think it's unlikely that a CPU overload would cause this, I'll stop focusing so much on it, but as per now the two things do seem correlated..
giuliomoro Namely, as floats are single precision, if you are increasing e.g.: a counter without ever wrapping it, it may show some issues after a long time the patch runs.
Im not sure exactly what you mean in reference to a counter, could you be a bit more specific? I am using quite a lot of counters so I wanna make sure that I'm not causing this problem by a dirty usage of [f] and [+1] and so on.