private bool CheckMatch(BeatInstant x, BeatInstant y)
 {
     return (Mathf.Abs (x.time - y.time) < GameplayConfiguration.BEAT_WINDOW_TOLERANCE) && (x.meshes.Contains(y.meshes[0]));
 }
    public bool ProcessInput(MeshFace playerInput)
    {
        BeatInstant inputInstant = new BeatInstant (audioSource.time, playerInput);
        BeatInstant comparisonInstant = bTracker.Peek ();
        bool hit = CheckMatch (comparisonInstant, inputInstant);

        if (hit) {
            bTracker.Dequeue ();
            ComboCount++;
        } else {
            ComboCount = 0;
        }

        return hit;
    }