During early concept we wanted to implement a binary control and have stricter timing to make gameplay match a rhythm play style. We thought about making a simpler control with just sound/no sound, but we decided to move on from that idea, because it simplified the gameplay a bit too much, and used cross-correlational analysis of breath spectra to try to implement out initial idea of detecting breaths themselves, which isn't perfect at the moment but with some fine tuning can be marginally improved :)