I only briefly worked with it a while back. Basically the audio input is taken and then divided into a number of frequency bins. In your case you probably don´t need many, maybe 8-32 ish. You can then individually read the value of each, in case of a low pitched sound, the lower bins will give high values and the higher bins will give low values. That´s how you know what kind of sound the user is making. So if the lower bands reach above a certain value, you can have the player move, and once the higher bins go above a certain value (because the user changed pitch) you can have the player jump.
Then compare two values
AnalyserFreqBinAt(Tag, Index, Bin) >= 0.8 you´ll have to tweak the values. The docs are always helpful. construct.net/en/make-games/manuals/construct-3/plugin-reference/audio