>So how about a (possibly configurable) threshold where
>the first one or two knob twists in a given direction
>are thrown away, after which they are all processed normally.
I've also been thinking about something along these lines. I think the "Rotary Knob glitch" patch (now in beta7) is partly responsible for the increased glitchiness of my player's rotary control.
I suppose we just need to hack the knob driver to ignore spin's that (1) occur while knob is pressed, and (2) occur within a few msec's prior to a knob press. Simple enough to do.
-ml