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    <p>The Microsoft Kinect SDK have several <a href="http://msdn.microsoft.com/en-us/library/jj663798.aspx" rel="nofollow">known issues</a>, one of them being that audio is not processed if you begin tracking the skeleton after starting the audio processor. From the known issues:</p> <pre><code>Audio is not processed if skeleton stream is enabled after starting audio capture Due to a bug, enabling or disabling the SkeletonStream will stop the AudioSource stream returned by the Kinect sensor. The following sequence of instructions will stop the audio stream: kinectSensor.Start(); kinectSensor.AudioSource.Start(); // --&gt; this will create an audio stream kinectSensor.SkeletonStream.Enable(); // --&gt; this will stop the audio stream as an undesired side effect The workaround is to invert the order of the calls or to restart the AudioSource after changing SkeletonStream status. Workaround #1 (start audio after skeleton): kinectSensor.Start(); kinectSensor.SkeletonStream.Enable(); kinectSensor.AudioSource.Start(); Workaround #2 (restart audio after skeleton): kinectSensor.Start(); kinectSensor.AudioSource.Start(); // --&gt; this will create an audio stream kinectSensor.SkeletonStream.Enable(); // --&gt; this will stop the audio stream as an undesired side effect kinectSensor.AudioSource.Start(); // --&gt; this will create another audio stream Resetting the SkeletonStream engine status is an expensive call. It should be made at application startup only, unless the app has specific needs that require turning Skeleton on and off. </code></pre> <p>I also hope that when you say you're using "version 1" of the SDK, you mean "version 1.6". If you are using anything but 1.5 or 1.6, you are only hurting yourself due to the many changes that were made in 1.5.</p>
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